Andrew Parks 13270741
This is the preliminary FAQ to help people who are participating in tournaments during the coming weeks. This will eventually be replaced with a more formal FAQ in PDF format, but for now I want to keep it fluid and easy to update. To help the FAQ not get lost in a sea of new threads, I will link up to it in the "More Information" section on the main ST: AW page here on BGG.


UPDATE (4/8/14): All recent updates are in red.

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SPECIAL REQUESTS:

• Please use the following searchable page (created by Rob Tsuk) to search for your topic to see if it has already been answered:

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GENERAL

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.

2. When Squad Building, is there a penalty for including ships of different Factions in the same Fleet?

No.

3. When I perform the Cloak Action, do I disable all of my remaining Shield Tokens, or do I get to keep one Shield Token Active?

You must disable all of your remaining Shield Tokens.

4. If two ships' bases are touching each other, do those ships ignore considerations of firing arc when attacking each other?

No. The rule on page 18 is simply meant to convey that ships can attack each other as normal when their bases are touching. The ships must still obey the firing arc requirements in order to target each other during the Combat Phase.

5. If a ship overlaps another ship or obstacle, can it still perform free Actions?

No. A ship that loses the ability to perform Actions also loses the ability to perform free Actions, including free Actions granted outside the ship's Perform Actions step.

6. Can I voluntarily disable my Shields at any time (i.e. without using card text)?

No. However, if you de-Cloak during the End Phase, you can choose to not raise your Shields afterwards.

7. Can I voluntarily de-Cloak at any time (i.e. outside of the End Phase)?

No.

8. Does the term "friendly" on a card ever refer to the ship on which the card is located?

No, the term "friendly" only refers to other ships in your fleet.

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.

11. If a ship moves onto or through an Obstacle, can it perform any Actions later during the round?

No, a ship moving onto or through an Obstacle skips its Perform Actions step and also cannot perform additional Actions that round, such as through the use of Martok.

12. If a ship moves onto or through an Obstacle, can it still perform card text that does not require an Action (for example, can Martok still grant a free Action to another ship)?

Yes.

13. When checking to see if a ship's attack is blocked by a planet or other obstruction, should you lay the Range Ruler flat or on its edge?

For the purposes of this rule, the line separating the two ships is considered infinitely thin, so lay the Range Ruler on its edge for greater accuracy.

14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.

15. If an attacking ship has somehow managed to acquire multiple Scan Tokens (e.g. Romulan Pilot, Captain Janeway), does the defender roll 1 less defense die for each Scan Token?

Yes.

16. If one of my own cards requires me to "discard" or "disable" the card in order to activate its special ability, can I choose when to use this card (e.g. Worf (Starter), Uhura, McCoy)?

Yes.

17. Is it possible for a ship to perform the Cloak Action and the Sensor Echo Action in the same round (e.g. through the use of Martok)?

Yes.

18. In general, when can a ship perform a "free Action"?

If a card grants a free Action to a ship but does not specify when the free Action can be performed, the ship must perform the free Action during its Perform Actions step.

19. Is a ship considered to be in range of itself for targeting purposes?

No. If a ship's effect must be directed at ships within a certain range, the ship cannot target itself with that effect.

20. Is a ship with a 360º firing arc (such as the Borg Sphere) considered to have a forward firing arc and/or a rear firing arc?

No. Any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire most Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.



SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.

2. If the Valdore performs two Green Maneuvers during the same Activation Phase, does it receive its attack bonus twice?

No. The Valdore's text only checks to see if you have performed at least one Green Maneuver.

3. If the Kraxon uses its ability to absorb damage, can it trigger the text on its Counter Attack Upgrade? If the Kraxon only absorbs part of the damage received by my other ship, can both the Kraxon and that other ship trigger the text on their separate Counter Attack Upgrades?

Yes and yes.

4. If Antimatter Mines are dropped on top of the Defiant, is it still considered to be "defending," even though it does not roll any defense dice?

Yes. However, this is not the case when the Defiant moves into mines (Antimatter or Cloaked) on a later turn.

5. Can the Rav Laerst's special Sensor Echo text be augmented by Synon?

No.



CAPTAIN CARDS

1. If a Captain is disabled for any reason, what is the Skill Number of his ship?

A ship with a disabled Captain has a Skill Number of 1. (It is assumed that a minor crew member has taken over for him.)

2. If James T. Kirk is on a non-Federation ship, must he pay +1 for his face down Federation Elite Talent Upgrades?

Yes, his ability changes the printed cost to 3, but does not exclude his Elite Talent Upgrades from the Faction Penalty.

3. Does Clark Terrell's ability add +1 defense die to his own ship, or just his allies' ships?

Clark Terrell does not add +1 defense die to his own ship.

4. Can the effect of Riker's Action trigger multiple times during the same round?

No.

5. If Martok's ship uses an ability that provides an additional maneuver, is this considered an extra "move" for purposes of triggering Martok's card text? (Negh'Var version)

No. When a Captain or Upgrade refers to a "move," it is only referring to the ship's initial movement for the turn. It does not apply to any bonus maneuvers that the ship might perform during the turn.

6. Does Martok's ability allow him to add +1 attack to his own ship, or just his allies' ships? (OP KIT 2 version)

Martok's ability does not affect his own ship.

7. If a Captain is disabled by Chang (or a similar effect) and has his or her Captain Skill reduced to "1", does that Captain potentially lose his or her chance to become the next active ship during the Activation Phase?

No. That ship is now considered the ship with "the next lowest Captain Skill".

8. If a Captain is disabled by Chang (or a similar effect), can that Captain's ship spend an Action to remove the Disabled Token? If so, can the Captain immediately use his or her card text?

Yes and yes. Note that this is particularly good for Picard (since he can now perform a free Action) but does nothing for Martok (Negh'Var version) since Martok's text can only be used after he moves (i.e. before he takes an Action).

9. Can Mirok be used to repair critical damage? If so, can he repair any face up Damage Card of his choice before repairing normal damage?

Yes and yes.

10. Does Gul Dukat allow you to perform an Evade or Battle Stations Action on a ship that does not have these Actions in its Action Bar?

Yes.

11. Can Captain Sulu disable a Crew Upgrade that is already disabled?

No.

12. What happens when two opposing players activate Romulan Commander during the same round?

If both players activate Romulan Commander, then it's up to initiative to determine which Captain fires first. If both players have the same SP and same ship Faction, then it's up to a die roll. If this happens multiple times during a game, then you roll the dice each time. It's different than the normal "roll at the start of the game and it counts for the whole game" rule because the situation generates "ex nihilo" each time it happens.

And of course, the "Simultaneous Attack Rule" applies when two Romulan Commanders shoot at each other.

13. Is Bioship Alpha Pilot's ability optional?

Yes.

14. How does the timing of Bioship Alpha Pilot's ability work? What happens when there are multiple Bioship Alpha Pilots in play?

Bioship Alpha Pilot's ability happens after all other maneuver dials (including your friendly ships) have been locked in. If there are multiple Bioship Alpha Pilots in play, then their abilities trigger in initiative order.




ELITE TALENT UPGRADES

1. If a Captain is disabled for any reason, can his ship still use Elite Talent Upgrades?

No.

2. Can the effect of Counter Attack trigger multiple times during the same round?

No. However, a player may choose to not trigger the effect if he wishes (e.g. to use the effect against a ship firing later in the round).

3. After playing Cheat Death, how many Damage Cards should my ship still have?

Your ship will have a number of Damage Cards equal to your Hull Value - 1. In other words, Cheat Death effectively puts you at 1 damage point away from destruction.

4. If I play Cheat Death after my ship is instantly destroyed (e.g. Warp Core Breach, Suicide Attack), what happens?

In this case you would add Damage Cards one at a time until the number of Damage Cards is equal to your Hull Value - 1. All face up Damage Cards would still be flipped face down as per the card's text.



CREW UPGRADES

1. Can Data's ship perform an Evasive Maneuvers Action before using Data's Action (for example, by using Picard)?

No, Data's Action cannot be used during the same turn his ship uses the Evasive Maneuvers Action.

2. Does Sulu's bonus to Agility affect each of your defense rolls during that round?

Yes. Sulu adds to the ship's Agility score, which has more lasting effects than simply adding a set number of dice that round.

3. Can a ship with multiple Tactical Officers re-roll the attack dice several times (one for each Tactical Officer)?

No, because that would be a case of more than one Upgrade triggering off the same Target Lock token (see "Upgrade Card Abilities and Action Tokens," page 22).

4. When exactly does the Romulan Pilot's text trigger?

It triggers right after Step 5 (Clean Up) of the Activation Phase, before the ship's Perform Action step.

5. Is the Romulan Pilot's free Action considered a "Scan Action"? If not, can it be performed in addition to a Scan Action?

It is not considered a Scan Action and can be performed in addition to a regular Scan Action. This would allow a ship to have 2 Scan Tokens, each independently affecting enemy ships attacked that round.



WEAPON UPGRADES

1. If I spend my Target Lock to fire a Secondary Weapon (such as a Photon Torpedo), can I also use my Target Lock to re-roll attack dice?

No. Keep in mind that the Gor Portas' text presents an exception to his rule.

2. If my ship does not possess a rear firing arc, can I still fire a Torpedo from the rear of my ship if the Torpedo specifies it can be fired from the forward or rear firing arcs?

No. As per page 20 of the full rules of play, you must actually possess a rear firing arc to fire a Torpedo from the aft section of your ship.

3. If a Ship, Captain or Upgrade provides a bonus to my attack, does this apply to my Secondary Weapons as well?

Yes, unless specified otherwise.

4. Can I choose to fire the Forward Weapons Grid at only 1 enemy ship?

No, you cannot fire the Forward Weapons Grid unless there are at least two different enemy ships in your forward firing arc.

5. If my ship has an Energy Dampening Token (due to the Breen's Energy Dissipator), is my ship still considered to be performing a Straight White 1 Maneuver on the following turn? Would this allow me to perform an Action such as the one on the Cochraine Deceleration Maneuver afterwards?

Yes and yes.

6. Does the Minefield Token follow the normal rules for Obstacles?

No. The Minefield Token is keyed to the text on the related Weapon Upgrade and does not add an additional die of damage or cause the loss of an Action like a normal Obstacle does. However, as per the rulebook on p. 23, the Minefield does obstruct fire like a normal Obstacle.

7. Must the Antimatter Mines be placed entirely within the Range 1 portion of my rear firing arc?

No, the Antimatter Mines can be placed anywhere that is at least partially in the Range 1 portion of your rear firing arc.

8. After firing the Antimatter Mines, does the Minefield Token remain in the play area for the duration of the game?

Yes.

9. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra. Special Upgrade powers that modify dice (such as Spock and Drex) are also effective in this case, and you may also substitute the Elite Attack Die for one of the normal attack dice. However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel hits).

If a ship later moves onto or through an already placed Minefield Token, the dice cannot be altered at all, even by card effects such as Scotty, Kyle, and Donatra.

10. Must I place my Cloaked Mines at the start of the Planning Phase, or can I wait until after everyone has set their Maneuver Dials?

You place your Cloaked Mines at the start of the Planning Phase. This does not mean that other players can negate your ability to use the Cloaked Mines by quickly placing their Maneuver Dials. It simply means that after you place your Cloaked Mines, your opponents are free to alter their Maneuver Dials.

11. If the trigger areas for two Cloaked Mines overlap, does an enemy ship passing through the overlapping trigger area sustain damage from both Cloaked Mines?

No. In this case the ship would only be damaged by one of the Cloaked Mines.

However, if a ship passes through (and completely out of) the trigger area of one Cloaked Mine and into the trigger area of another Cloaked Mine, then the ship sustains damage from both Cloaked Mines.

12. If a ship starts its move within Range 1 of an enemy's Cloaked Mine, does it take damage when it moves this turn?

This works the same as the normal rules for a Minefield Token (see p. 23), just with a wider range. If the ship moves beyond the Cloaked Mine's Range, then it does not receive damage again this turn. But if it stays within the Cloaked Mine's Range, then it is does receive damage again this turn.

13. If a ship attacks normally during the Combat Phase, can it later be used to assist during a Barrage of Fire?

No. A ship cannot attack normally and participate in the Barrage of Fire during the same turn.

14. If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).

15. If a Cloaked ship assists during a Barrage of Fire, must it flip its Cloak Token over to the red side?

Yes. The ship is still considered to have "fired" this turn.

16. If a ship assists during a Barrage of Fire, can it later assist another Barrage of Fire during the same Combat Phase?

No. Since Barrage of Fire is a Weapon Upgrade, the assisting ship is considered to have already participated in a Secondary Weapon attack, which is a normal attack.

17. Do Concussive Charges deal damage in addition to removing tokens?

Yes.



TECH UPGRADES

1. How long does the effect of the Tractor Beam last?

The Tractor Beam only lasts until the end of the current Round.

2. When precisely does the text on the Interphase Generator activate?

The Interphase Generator takes effect during Step 7 of the Combat Phase (Deal Damage). The [Hit] symbol should have been replaced with the word "damage." This damage cannot be cancelled by an Evade result.

3. Is Suicide Attack considered an "attack" for card text purposes?

Yes. Keep in mind that Scan, Target Lock, Evade, and Battle Stations tokens cannot be used during a Suicide Attack because it does not follow the normal Combat sequence. Moreover, a Cloaked ship does not roll +4 defense dice against a Suicide Attack because this bonus only applies during the Combat Phase.

4. Must I use the Positron Beam at the start of the Planning Phase, or can I wait until after everyone has set their Maneuver Dials?

You must use the Positron Beam at the start of the Planning Phase. This does not mean that other players can negate your ability to use the Positron Beam by quickly placing their Maneuver Dials. It simply means that after you use your Positron Beam, your opponents are free to alter their Maneuver Dials.

5. What is the exact sequence for using the Navigational Deflector against a Minefield?

The ship enters a minefield (or gets Antimatter Mines dropped on top of it). The minefield owner rolls attack dice. The ship can disable its Navigational Deflector to cancel 1 hit and roll defense dice against the remainder (no +4 bonus dice for Cloak unless it is the Combat Phase). Afterwards, the Navigational Deflector goes offline until the Disabled Token is removed.

6. While a ship affected by Quantum Singularity is outside the play area, is it still considered to be in play for the purposes of determining game victory?

Yes.

7. What happens if a ship affected by Quantum Singularity is unable to enter the play area during the End Phase (i.e. due to a large number of ships spread out throughout the play area)?

The ship is destroyed if it cannot enter the play area during the End Phase.

8. Can a ship affected by Quantum Singularity return to the play area on top of an obstacle or planet?

You can place the ship anywhere that is entirely within the play area but not on top of something with which it cannot co-exist (Planet Token). When placed on top of an obstacle or Minefield Token (or close to a Cloaked Mine), it would suffer the same penalties as moving there.



RESOURCES

1. How many different Resources can I include when building my fleet?

Each player can include a maxiumum of 1 Resource when building his or her fleet.

2. Can Resources from one storyline be used in future storylines?

Yes, although individual venues may choose to restrict their use.

3. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.

4. Can I use more than one Command Token during the same round?

No, you may use only one Command Token during each game round.

5. When am I allowed to activate each of the different Command Tokens?

The Command Tokens are used as appropriate for the ability provided by the token.

• Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

• Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

• Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.

6. Must I include one of each card type in order to make use of the Reinforcements Sideboard?

No.

7. Must I pay a Faction penalty when placing cards on the Reinforcements Sideboard?

No.

8. If an Upgrade has an additional cost if purchased for a ship other than the one listed on the card (e.g. Varel, Energy Dissipator), must I pay this penalty when adding the card to the Reinforcements Sideboard?

Yes, because the Upgrade is being added to the Sideboard instead of the indicated ship.

9. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.

10. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.

11. If Khan (Reliant version) is the Captain of a ship when a cross-faction card is placed from the Sideboard onto his ship, is an Auxiliary Power Token still placed beside the ship?

Yes.

12. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.

13. Does the Primary Weapon bonus on a Flagship card increase the damage of the Enterprise-D's special ability?

No.

14. How exactly does the Independent Flagship that grants a "2nd Action listed on its Action Bar as free Action this round" work?

The Independent Flagship can only grant the free Action to a ship that has already performed exactly 1 Action (of any kind) during that round. The free Action must be from the target ship's Action Bar.



SPACE STATIONS & STATIONARY PLATFORMS

1. Are Space Stations (e.g. DS9, Scenario Space Stations) and Stationary Platforms (OWPs, PDTs) considered "ships" for card text purposes?

Yes, but these "Stations" also follow several special rules as detailed below.

2. Can any special abilities allow a Station to move?

No. This also means that a Station cannot perform a Sensor Echo Action.

3. Can a Station ever have its Agility increased (e.g. Hikaru Sulu)?

No, although Stations can benefit from abilities that increase overall defense dice (Cloaking, Tetryon Emissions, etc.)

4. Can a Station be damaged by Antimatter Mines?

Yes, but only during the turn that the Mines are dropped directly on the Station. A Station does not receive damage from Mines on subsequent turns.

5. Can a Station be designated as a Flagship using the Flagship Resource?

No.

6. Is it possible for a Station to remove an Auxiliary Power Token or an Energy Dampening Token?

Yes. During a Station's turn to act during the Activation Phase, it removes 1 Auxiliary Power Token or 1 Energy Dampening Token automatically at the end of Step 5 (Clean Up).



OP TOURNAMENT - MONTH 1

1. The Tournament Guidelines are contradictory regarding the number of points given to a player who receives a Bye. What is the correct amount?

A player receiving a Bye gains 2 points (not 3).

2. Can members of the Away Team use their abilities while on DS9?

No. The only information retained by the Away Team is the Captain's Skill Number.

3. Can you clarify the text regarding battles between opposing Away Teams on Deep Space 9?

The text for this is being revised for greater clarity in later OP Kits:

The player with the highest Captain Skill on DS9 rolls 1 attack die for every card that is in his Away Team; the other player rolls 1 defense die for every card that is in his Away Team. For every uncancelled [Hit] result, the defending player discards 1 Captain or [Crew] Upgrade of his choice from his Away Team. After the player with the higher Captain Skill attacks, the player with the lower Captain Skill attacks with the remaining members of his Away Team in the same way.

If both players have the same highest Captain Skill, then the player with initiative attacks first; however, any defeated Captains or Crew may fire back before being discarded as per the Simultaneous Attack Rule.

Note: If a player has no Captain on DS9, his Away Team is considered to have a Captain Skill of 1.


4. Can I send multiple Captains to DS9?

Yes, all of your cards (even from different ships) are part of the same Away Team. Only use the Captain Skill of your best Captain.

5. If an Away Team's ship is destroyed, what happens to the Away Team?

For purposes of the OP scenario, the Away Team survives on DS9.

6. If DS9 is destroyed, what happens to any Away Teams that are aboard it?

They are destroyed (i.e. discarded from play).

7. Can DS9 fire out of both exposed Pylons, as well as the Main Body, during the same turn? If so, what is DS9's firing arc?

Yes, DS9 can attack with both exposed Pylons and the Main Body every turn. At Range 1-2, its firing arc is in all directions. At Range 3, use the individual Pylons to determine firing arc.

8. How does using the DS9 Token work in normal battles outside the tournament?

• DS9 is not a "normal" ship, and therefore it is only allowed if both players agree to its inclusion. It is certainly not allowed in tournament play unless the scenario specifically calls for it (i.e. you can't fill out your tournament squadron with a DS9 Token!).

• If both players agree to permit DS9 in their game, then the players can either agree on its placement (such as in the dead center of the play area) or perhaps have the owner place it within range 2 of his starting area.

• Alternatively, you can decide that no player controls DS9 and place it equidistant from each Starting Area; in this case, the station costs 0 Squadron Points. Use the rules for taking control of the station from the OP Kit instructions. The main thing here is to make sure both players agree and have a good time!

• Each Pylon, as well as the main body of DS9, can fire independently, giving it a potential 4 attacks per round. When firing from the main body of DS9, you start measuring range from the outside edge of the token.

• For purposes of initiative between DS9's two visible Factions, DS9 is considered to use the Faction with the higher initiative (in this case, Federation).

• DS9 does not move under any circumstances, even as the result of Captain or Upgrade abilities (e.g. Gul Ranor).

• DS9 and all space stations used in Missions are considered "ships" for purposes of card text. However, card text that causes a space station to move is ineffective.

• Secondary Weapons can only be fired from the Pylons on DS9 (not from the Main Body).



OP TOURNAMENT - MONTH 2

1. Do the OWPs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.

2. Does the debris count as an intervening obstacle when defending against an OWP?

Yes, you would receive +1 defense die when defending against an OWP if debris is in the line of fire.

3. Are OWPs considered "ships" for card text purposes?

Yes. They are considered "enemy ships" and "opponents."



OP TOURNAMENT - MONTH 3

1. During Setup, are the extra Ground Troop and SAM Tokens assigned to a particular ship?

No. They are placed beside your Ship Cards but can enter play whenever any ship uses the related Action.

2. Are the Fleet Points for occupying AR-558 awarded to both the winner and loser of the engagement?

Yes.

3. Do the Fleet Points awarded for occupying AR-558 help determine the winner in the case of a tie?

Yes.



OP TOURNAMENT - MONTH 4

1. Do the PDTs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.

2. Are PDTs considered "ships" for card text purposes?

Yes. They are considered "enemy ships" and "opponents."

3. Do the PDTs that are blocked by the planet contribute to the total dice rolled for PDT attacks that round?

No.



OP TOURNAMENT - MONTH 5

1. Is the terrain placed before the ships?

Yes.


---------------------------


Please feel free to post other questions right in this thread. If they are not easily answered by the rulebook, I will add them to the FAQ.

Thanks,

Andrew
sabett 13270839
If a ship has two factions tied to it, like DS9, which faction matters for initiative? I assume it's like having two ships with the same cost and different factions, by choosing randomly.
Icetower 13270920

Andrew Parks wrote:




WEAPON UPGRADES

1. If I spend my Target Lock to fire a Secondary Weapon (such as a Photon Torpedo), can I also use my Target Lock to re-roll attack dice?

No.


Does this include the Gor Portas' ship ability? Or, can you use Photons and then spend your Target Lock to re-roll for this ship.
Andrew Parks 13270943

Icetower wrote:

Andrew Parks wrote:




WEAPON UPGRADES

1. If I spend my Target Lock to fire a Secondary Weapon (such as a Photon Torpedo), can I also use my Target Lock to re-roll attack dice?

No.


Does this include the Gor Portas' ship ability? Or, can you use Photons and then spend your Target Lock to re-roll for this ship.


The Gor Portas is unique in that you can fire a Torpedo without spending the Target Lock, so yes, you can then use the Target Lock to re-roll the dice for that Torpedo.
Icetower 13270951

Andrew Parks wrote:

Icetower wrote:

Andrew Parks wrote:




WEAPON UPGRADES

1. If I spend my Target Lock to fire a Secondary Weapon (such as a Photon Torpedo), can I also use my Target Lock to re-roll attack dice?

No.


Does this include the Gor Portas' ship ability? Or, can you use Photons and then spend your Target Lock to re-roll for this ship.


The Gor Portas is unique in that you can fire a Torpedo without spending the Target Lock, so yes, you can then use the Target Lock to re-roll the dice for that Torpedo.

Excellent. That's how we played it. Thanks!
Andrew Parks 13270979
FYI: I have added a clarification for Clark Terrell (one of the Captains of the Reliant), who has inspired so much discussion here on the Forums. His text inadvertantly omits the word "other." It is not the intention of this card to have Terrell add +1 defense die to his own ship.

Andrew
sabett 13270996

Andrew Parks wrote:

FYI: I have added a clarification for Clark Terrell (one of the Captains of the Reliant), who has inspired so much discussion here on the Forums. His text inadvertantly omits the word "other." It is not the intention of this card to have Terrell add +1 defense die to his own ship.

Andrew
That's particularly important as players have said it was ruled that he gave himself a defense die when playing at the larger demos.
Andrew Parks 13271011
Yes, this is my fault. When we realized during blind playtests that the term "friendly" came across as ambiguous, we added the word "other" to most of those cards (such as Gowron and Donatra), but somehow we missed poor Terrell.

Andrew
fanaka66 13271104

Andrew Parks wrote:

2. When Squad Building, is there a penalty for including ships of different Factions in the same Fleet?

No.


How about in OP? Both players need to agree to allow mixed fleets, right? So I assumed you could not do it in OP since you don't know who your opponents are going to be when filling out your squad.
Andrew Parks 13271136

fanaka66 wrote:

Andrew Parks wrote:

2. When Squad Building, is there a penalty for including ships of different Factions in the same Fleet?

No.


How about in OP? Both players need to agree to allow mixed fleets, right? So I assumed you could not do it in OP since you don't know who your opponents are going to be when filling out your squad.


Players may freely mix ships from different fleets in OP, assuming that the store has not created a special rule otherwise. In the case of OP, the store serves as the permission giver, not the opponent.

Thanks,

Andrew
Andrew Parks 13271177

sabett wrote:

If a ship has two factions tied to it, like DS9, which faction matters for initiative? I assume it's like having two ships with the same cost and different factions, by choosing randomly.


In this case the ship would default to the faction with the highest initiative (Federation for DS9). I'll add that up above.

Andrew
poisonfrog 13271301
Thanks for the quick faq, nice to see clarifications this fast.

Frog
McGill 13271369
For those of us who are not lucky enough to have a store which runs the OP events will there be an option to get at least the material for the scenarios (I am talking DS9, Wormhole and self replacing minefield tokens)
At any time? My Buddies and me really would like to play with DS9,...
Andrew Parks 13271389

McGill wrote:

For those of us who are not lucky enough to have a store which runs the OP events will there be an option to get at least the material for the scenarios (I am talking DS9, Wormhole and self replacing minefield tokens)
At any time? My Buddies and me really would like to play with DS9,...


I'm not sure, Konrad. A WizKids rep would need to answer this question.

Andrew
traitorarmor 13271768
Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?
PenguinBonaparte 13271834
Text referring to a white maneuver, I'm thinking of Chekov removing an aux after a white maneuver, does not also apply to green, correct?

Right now all of the movement actions either allow a green, like Engage, or give something like Gul Ranor's, which happens to be green for all current ships. If he were on some future ship that had a white forward 2 it might apply, allowing the Gul to move 2 and take an aux token that Chekov would immediately remove, but it doesn't seem like this is the case now, unless it extends since it's just about performing an "easy" movement.
Andrew Parks 13272720

traitorarmor wrote:

Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?


For the 360˚ attack, you measure from the outside edge of the token.
Andrew Parks 13272730

PenguinBonaparte wrote:

Text referring to a white maneuver, I'm thinking of Chekov removing an aux after a white maneuver, does not also apply to green, correct?

Right now all of the movement actions either allow a green, like Engage, or give something like Gul Ranor's, which happens to be green for all current ships. If he were on some future ship that had a white forward 2 it might apply, allowing the Gul to move 2 and take an aux token that Chekov would immediately remove, but it doesn't seem like this is the case now, unless it extends since it's just about performing an "easy" movement.


When something refers to a specific color, then it only applies to that color. Since you normally get to remove an Auxiliary Power Token after a green maneuver, Chekov simply lets you do it after a white maneuver as well.

Andrew
sabett 13272866
If you're the only person to have an away team on DS9, can the crew and captain use their abilities as if they were attached to DS9 normally?

Also, what happens when Gul Ranor uses his ability when commanding DS9?
sabett 13272886
I know secondary weapons ignore bonuses based on range. Do they get bonuses from other things like Donatra, Gowron and Montgomery Scott?
PenguinBonaparte 13272925
I guess I mostly just meant if that movement was the result of an action rather than a movement made during the dial and reveal phase, though it doesn't apply to the current set of ships. It being a green movement indicated by Ranor or whoever doesn't matter for the point of taking the aux token to begin with, but whether some combination of other card abilities could instantly cancel them or that always has to wait for the next turn.
Andrew Parks 13272946

sabett wrote:

If you're the only person to have an away team on DS9, can the crew and captain use their abilities as if they were attached to DS9 normally?

Also, what happens when Gul Ranor uses his ability when commanding DS9?


Question 1: No (Note: I answered this incorrectly before.)

Question 2: Nothing happens, since DS9 is stationary.
Andrew Parks 13272948

sabett wrote:

I know secondary weapons ignore bonuses based on range. Do they get bonuses from other things like Donatra, Gowron and Montgomery Scott?


Yes.
Andrew Parks 13272960

PenguinBonaparte wrote:

I guess I mostly just meant if that movement was the result of an action rather than a movement made during the dial and reveal phase, though it doesn't apply to the current set of ships. It being a green movement indicated by Ranor or whoever doesn't matter for the point of taking the aux token to begin with, but whether some combination of other card abilities could instantly cancel them or that always has to wait for the next turn.


It all depends on the wording on the cards in question. So in the case of Chekov, if you performed an Action that allowed you to do a White Maneuver, then yes, it would count as a White Maneuver for activating Chekov's text.

sabett 13272995
If a captain with a skill of 2 boards DS9, would you be able to use DS9 in that same turn at the same captain skill? If not why not? I assume you'd still be able to move and use an action on another one of your ships with a captain skill of 2 in the same turn.

What happens if you don't send a captain and it's beyond Captain Skill 1s turns to do actions?

EDIT: Sorry about all these questions, I figured you want as much fair questions as possible now, then get them later. Some of them I couldn't guess on, and others I have a good idea, but I was wrong about the dual faction ruling.
Skyguard 13273215

Andrew Parks wrote:

traitorarmor wrote:

Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?


For the 360˚ attack, you measure from the outside edge of the token.


Wait not to doubt the game designer but I just figured from the picture that the main body of the Station 360º Firing arc would be measured from the yellow circular arrow around the center of the station.


If that's not the case what is the arrow denoting?
Andrew Parks 13273357

sabett wrote:

If a captain with a skill of 2 boards DS9, would you be able to use DS9 in that same turn at the same captain skill? If not why not? I assume you'd still be able to move and use an action on another one of your ships with a captain skill of 2 in the same turn.

What happens if you don't send a captain and it's beyond Captain Skill 1s turns to do actions?

EDIT: Sorry about all these questions, I figured you want as much fair questions as possible now, then get them later. Some of them I couldn't guess on, and others I have a good idea, but I was wrong about the dual faction ruling.


Question 1: Yes if no other player has cards there.

Question 2: Then it's too late to do a DS9 Action that turn.
Andrew Parks 13273367

Skyguard wrote:

Andrew Parks wrote:

traitorarmor wrote:

Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?


For the 360˚ attack, you measure from the outside edge of the token.


Wait not to doubt the game designer but I just figured from the picture that the main body of the Station 360º Firing arc would be measured from the yellow circular arrow around the center of the station.


If that's not the case what is the arrow denoting?


You measure from the outer edge of the token. The yellow arrow denotes the 360 firing arc of the main body of DS9.
delta_angelfire 13274207

Andrew Parks wrote:

PenguinBonaparte wrote:

Text referring to a white maneuver, I'm thinking of Chekov removing an aux after a white maneuver, does not also apply to green, correct?

Right now all of the movement actions either allow a green, like Engage, or give something like Gul Ranor's, which happens to be green for all current ships. If he were on some future ship that had a white forward 2 it might apply, allowing the Gul to move 2 and take an aux token that Chekov would immediately remove, but it doesn't seem like this is the case now, unless it extends since it's just about performing an "easy" movement.


When something refers to a specific color, then it only applies to that color. Since you normally get to remove an Auxiliary Power Token after a green maneuver, Chekov simply lets you do it after a white maneuver as well.

Andrew


So can I use Gul Ranor's ability with Chekov to immediately discard the stress token I would recieve from the maneuver? If not why not: Because Ranor's maneuver is not a specific color, because you can only remove stress tokens that were there before you performed said maneuver, or some other reason?
delta_angelfire 13274249

Andrew Parks wrote:

fanaka66 wrote:

Andrew Parks wrote:

2. When Squad Building, is there a penalty for including ships of different Factions in the same Fleet?

No.


How about in OP? Both players need to agree to allow mixed fleets, right? So I assumed you could not do it in OP since you don't know who your opponents are going to be when filling out your squad.


Players may freely mix ships from different fleets in OP, assuming that the store has not created a special rule otherwise. In the case of OP, the store serves as the permission giver, not the opponent.

Thanks,

Andrew


I don't like this decision. Was there a design reason behind it? Competitively speaking, it seems like it could only lead to the homogenization of fleets in the long run if you're not at least limited to a single faction of ships (since we're already not limited to a single faction of upgrades).

Also, how do we resolve initative ties then: on a ship-to-ship basis or by the highest initiative ship in a fleet and then apply to the whole fleet? The rules on page 18 only say "unless using the squad building rules" but never proceeds to say what to do if you are using the squad building rules.

fanaka66 13274342
I don't have the rulebook in front of me, but I believe the initiative in squad building first goes to the player with the lower squad cost, and then to the regular tie breakers.
Bwian 13274627

delta_angelfire wrote:

I don't like this decision. Was there a design reason behind it? Competitively speaking, it seems like it could only lead to the homogenization of fleets in the long run if you're not at least limited to a single faction of ships (since we're already not limited to a single faction of upgrades).

I'm not on the design team, but WK scenarios are generally playable with a small number of figures, and hence a smaller investment. As the rules stand, you can buy a single expansion (as buy-in for the tournament) and combine it with two ships from the starter for a 100 point fleet. That's as small as the initial investment can be, realistically.

I would let the long run take care of itself. We're going to be seeing new ships every 1-2 months to shake things up during the Dominion War series of events; if things slow down later, or some degenerate fleet shows up despite the new ships, then the rules for future tournaments can change.

delta_angelfire wrote:

Also, how do we resolve initative ties then: on a ship-to-ship basis or by the highest initiative ship in a fleet and then apply to the whole fleet? The rules on page 18 only say "unless using the squad building rules" but never proceeds to say what to do if you are using the squad building rules.

Initiative, as a concept, only matters for individual ships. So you resolve it ship-by-ship. The squad building rules include the section "Initiative When Squad Building" near the bottom of page 21, which explain how that modifies things: basically, Initiative goes by fleet point total, then by faction of ship.
traitorarmor 13274725
To add to what Bwian just said, from a practical point of view, it's much easier to even out the factions if the ships aren't required for faction participation...........it prevents things like the Federation having 10 players and the Romulans only having 1.

And from experiencing based events from WK in the past (No Man's Land and the current Fear Itself in heroclix) big imbalances in the factions makes that part of the event much less enjoyable from my PoV.
Andrew Parks 13274731

delta_angelfire wrote:

Andrew Parks wrote:

PenguinBonaparte wrote:

Text referring to a white maneuver, I'm thinking of Chekov removing an aux after a white maneuver, does not also apply to green, correct?

Right now all of the movement actions either allow a green, like Engage, or give something like Gul Ranor's, which happens to be green for all current ships. If he were on some future ship that had a white forward 2 it might apply, allowing the Gul to move 2 and take an aux token that Chekov would immediately remove, but it doesn't seem like this is the case now, unless it extends since it's just about performing an "easy" movement.


When something refers to a specific color, then it only applies to that color. Since you normally get to remove an Auxiliary Power Token after a green maneuver, Chekov simply lets you do it after a white maneuver as well.

Andrew


So can I use Gul Ranor's ability with Chekov to immediately discard the stress token I would recieve from the maneuver? If not why not: Because Ranor's maneuver is not a specific color, because you can only remove stress tokens that were there before you performed said maneuver, or some other reason?


No, because you are placing the Auxiliary Power Token as the result of using Gul Ranor's ability. Therefore, the Auxiliary Power Token is not there when you perform the maneuver.

Andrew
PenguinBonaparte 13275417
Ah, so "after" is more like directly after, limited to a single step, and abilities can't chain off each other during the action phase.

As much as I like theme, the mixing of ships is good to get people involved in this. Too bad that the variability of those mixes and the need to prepare a squad make it so you can't give different point caps for the scenario so that they make more sense, deciding by a dice roll or something whether one person is going to be a defender. That would be a lot more fun than just fighting over a planet which randomly shoots at anyone or competing to see who can take out Starfleet HQ, but then that's the point of distributing the pieces. Once we get our play groups established we can do that on our own.
sabett 13276560
What's the official stance on mods for larger OP events, like worlds or something?

Are custom paint jobs allowed? Like adding a wash for more detail.

What about a different model altogether? Like putting the clear model of a Romulan Warbird (Heart of Stars from Heroclix Set Tactics II) on a D'Deridex stand? Or a more detailed scaled version of the original Enterprise on an Enterprise stand?
delta_angelfire 13276796

traitorarmor wrote:

To add to what Bwian just said, from a practical point of view, it's much easier to even out the factions if the ships aren't required for faction participation...........it prevents things like the Federation having 10 players and the Romulans only having 1.

And from experiencing based events from WK in the past (No Man's Land and the current Fear Itself in heroclix) big imbalances in the factions makes that part of the event much less enjoyable from my PoV.


Are we talking about squad building factions or player factions? Cause right now player alleigance has no effect on squad building. you could have klingon romulan and dominion aligned players run an all fed-only fleets, I'm fine with that cause then people can run the same fleet but be on different teams since it's just a social structure anyway.

What I'm talking about is solely the mixing of faction ships from a squad building perspective. Then there's no inherent advantage or disadvantage to having to choose a particular race for your ships, you can take the best of each race with impunity and there's no incentive to even try to balance the different factions. There's already few enough restrictions on squad building, if there effectively aren't any at all, why even bother having factions in the first place?
traitorarmor 13277252

delta_angelfire wrote:

traitorarmor wrote:

To add to what Bwian just said, from a practical point of view, it's much easier to even out the factions if the ships aren't required for faction participation...........it prevents things like the Federation having 10 players and the Romulans only having 1.

And from experiencing based events from WK in the past (No Man's Land and the current Fear Itself in heroclix) big imbalances in the factions makes that part of the event much less enjoyable from my PoV.


Are we talking about squad building factions or player factions?


Both.


Cause right now player alleigance has no effect on squad building.


Agreed.

you could have klingon romulan and dominion aligned players run an all fed-only fleets, I'm fine with that cause then people can run the same fleet but be on different teams since it's just a social structure anyway.


Ok I'm following so far.

What I'm talking about is solely the mixing of faction ships from a squad building perspective.


I'm aware.

Then there's no inherent advantage or disadvantage to having to choose a particular race for your ships, you can take the best of each race with impunity and there's no incentive to even try to balance the different factions.


Well I want to run a Klingon on force and it would look neat....that's incentive enough for some.

Also I think you might be overlooking how some judges award a fellowship award......teams that are more factionally aligned might have a leg up if all else is considered equal.

I know I've run Clix events and some really cool team I see get rewarded when it's deserved.....but that is the judge/co-ordinators discretion.


There's already few enough restrictions on squad building, if there effectively aren't any at all, why even bother having factions in the first place?


Awarding the scenario tokens for each event for one...........thematic flavor for another.

Additionally, I would think players who are just familiar with the theme might gravitate towards the Federation.......would an event with 8 federation only teams and 1 Romulan and 1 Klingon team be more interesting to you than 10 teams that will have the option to be far more diversse? It wouldn't to me.....but I know it would appeal to some.

Bottom line is this isn't going to appeal to every one(as with most things).............but if the choice (especially for a game that is still in it's infancy) is to be more inclusive as opposed to having more restrictive, I know which one I want to see.
delta_angelfire 13277424

traitorarmor wrote:

Bottom line is this isn't going to appeal to every one(as with most things).............but if the choice (especially for a game that is still in it's infancy) is to be more inclusive as opposed to having more restrictive, I know which one I want to see.


non-restritive is fine for casual play and even certain local run tournaments. For official -competitive- events though it needs to be restrictive and well structured. Anything less will just leave the people who are going to pour the most money into this game out in the cold. There should be an official stance, and if the stance really is "use anything and everything", the casual scene may be happy but the competitive scene will be crap. There's nothing worse than having a company having conflicting design concepts about its own game. It doesn't inspire confidence and doesn't keep people coming back for more.

If you gear a game toward the casuals (which is fine) but don't account for the min/maxers, you're not going to have a lasting game community. Make the official tournaments structured and then let the local tournaments choose to be less restrictive, not the other way around.
stevecorby 13277664
I don't want to stifle good debate about squad building and such, but that is a bit off topic for this thread. Can we stick to the FAQ please? Since I am running the OP event in my store I have subscribed to this thread, so not really interested in seeing lots of updates with posts about off-topic stuff.

Those topics deserve discussion, but please make another thread for it. Thanks.
Andrew Parks 13278914

sabett wrote:

What's the official stance on mods for larger OP events, like worlds or something?

Are custom paint jobs allowed? Like adding a wash for more detail.

What about a different model altogether? Like putting the clear model of a Romulan Warbird (Heart of Stars from Heroclix Set Tactics II) on a D'Deridex stand? Or a more detailed scaled version of the original Enterprise on an Enterprise stand?


I am not sure of the answer to these questions, but I would guess that much of this is dependent on the venue itself, at least for local tournaments.

Andrew
FortuneFavorTheBold 13279693
What's the ruling on using abilities of crewmembers on DS9 to repair shields? Romulan Captain Mirok or Klingon crewmember Konmel come to mind for examples.

Is it possible for them to use their actions while aboard DS9? Do I have to have control of the station to do so? If I can repair the shields, does that prevent more crew beaming in until those shields are somehow disabled? Could a different crewmember aboard DS9 subsequently use an ability to disable the shields of the station?

Don't mean to overwhelm you with questions. Trying to anticipate multiple permutations of rulings.

Thanks for clarifying!
macgowan 13279820

Andrew Parks wrote:

sabett wrote:

If you're the only person to have an away team on DS9, can the crew and captain use their abilities as if they were attached to DS9 normally?

Also, what happens when Gul Ranor uses his ability when commanding DS9?


Question 1: Yes


Not according to the scenario rules:

"...disable your Captain and/or any number of your [Crew] Upgrades... You cannot remove these Disabled Upgrade Tokens without using the Action listed below. If your Captain is part of your Away Team, your ship is considered to have a Skill of 1." (scenario rules)

"While an Upgrade Card is disabled, a player cannot use its card text." (Rulebook 20).
sabett 13279826

FortuneFavorTheBold wrote:

What's the ruling on using abilities of crewmembers on DS9 to repair shields? Romulan Captain Mirok or Klingon crewmember Konmel come to mind for examples.

Is it possible for them to use their actions while aboard DS9? Do I have to have control of the station to do so? If I can repair the shields, does that prevent more crew beaming in until those shields are somehow disabled? Could a different crewmember aboard DS9 subsequently use an ability to disable the shields of the station?

Don't mean to overwhelm you with questions. Trying to anticipate multiple permutations of rulings.

Thanks for clarifying!
They can probably repair and disable shields, its already been answered that you can use crew members abilities and actions if you have control of DS9. The action to put crew on DS9 doesn't say anything about DS9's shield needing to be down, it's probably an oversight, but it's rather small to make a change about it. They might just rule that DS9 can't get shields repaired in this scenario.
lomn 13281320

FortuneFavorTheBold wrote:

What's the ruling on using abilities of crewmembers on DS9 to repair shields? Romulan Captain Mirok or Klingon crewmember Konmel come to mind for examples.
For the OP event, the rules PDF says "For purposes of this tournament, disregard the Shield values". This sounds like there are no shields available to repair.
agashamirv 13281338
Under Bye is says you get 3 battle points, but under Battle points it says you get 2 for a bye.

Which is correct?
Andrew Parks 13283657

FortuneFavorTheBold wrote:

What's the ruling on using abilities of crewmembers on DS9 to repair shields? Romulan Captain Mirok or Klingon crewmember Konmel come to mind for examples.

Is it possible for them to use their actions while aboard DS9? Do I have to have control of the station to do so? If I can repair the shields, does that prevent more crew beaming in until those shields are somehow disabled? Could a different crewmember aboard DS9 subsequently use an ability to disable the shields of the station?

Don't mean to overwhelm you with questions. Trying to anticipate multiple permutations of rulings.

Thanks for clarifying!


I was mistaken earlier when I said the Away Team can use their abilities. I have since consulted with Christopher Guild (who designed DS9), and he has corrected me on this point.

So essentially the answer is "no": You can't use the abilities on your Away Team cards, which means you can't repair the shields on DS9.

Andrew
Andrew Parks 13283704

macgowan wrote:

Andrew Parks wrote:

sabett wrote:

If you're the only person to have an away team on DS9, can the crew and captain use their abilities as if they were attached to DS9 normally?

Also, what happens when Gul Ranor uses his ability when commanding DS9?


Question 1: Yes


Not according to the scenario rules:

"...disable your Captain and/or any number of your [Crew] Upgrades... You cannot remove these Disabled Upgrade Tokens without using the Action listed below. If your Captain is part of your Away Team, your ship is considered to have a Skill of 1." (scenario rules)

"While an Upgrade Card is disabled, a player cannot use its card text." (Rulebook 20).


While it's possible that a scenario could countermand the rule on page 20, in this particular case you are definitely correct. I consulted Chris Guild (who created DS9) and he has confirmed that I was mistaken on this point.

Andrew
Andrew Parks 13283715

agashamirv wrote:

Under Bye is says you get 3 battle points, but under Battle points it says you get 2 for a bye.

Which is correct?


That is a typo. You get 2 points for a Bye. We're correcting this on future versions of the Tournament Guide.

Andrew
Andrew Parks 13283728
FYI: I received a firm rap on the knuckles this morning from co-designer Christopher Guild (who designed DS9). I was mistaken when I said that the Away Team could use their abilities while on DS9 during the tournament scenario.

I will be updating the FAQ with this clarification (and several others!) within the next hour.

Andrew
Ender02 13287900

Andrew Parks wrote:


SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


I disagree with this ruling as the card itself says "Instead of making a normal attack with your primary weapon". To me this means that the special ability of the Enterprise-D is a secondary weapon. If it were a primary weapon, it would have been worded "When you make an attack with your primary weapon you may ...(target 360', within range 1-2, but only use 3 attack dice)". It seems pretty clear the way it was written that it is not a primary weapon and being so you do not get the bonus die for range 1.
Andrew Parks 13287932

Ender02 wrote:

Andrew Parks wrote:


SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


I disagree with this ruling as the card itself says "Instead of making a normal attack with your primary weapon". To me this means that the special ability of the Enterprise-D is a secondary weapon. If it were a primary weapon, it would have been worded "When you make an attack with your primary weapon you may ...(target 360', within range 1-2, but only use 3 attack dice)". It seems pretty clear the way it was written that it is not a primary weapon and being so you do not get the bonus die for range 1.


The intention of the wording is: "Instead of making a normal attack with your primary weapon, you can make THIS attack with your primary weapon instead."
H00D4M4N 13290525
I think I have a question that might need to go in the FAQ. Is DS9 considered a "ship" if a card specifically mentions "ship," or do those cards have no affect since it is not an actual ship?

I would think it would technically be considered a ship for pretty well all purposes (Tribbles, upgrades that target ships, etc.) but there are a lot of people that get hung up on words so I can see this one becoming a problem.
H00D4M4N 13290571

Andrew Parks wrote:

Ender02 wrote:

Andrew Parks wrote:


SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


I disagree with this ruling as the card itself says "Instead of making a normal attack with your primary weapon". To me this means that the special ability of the Enterprise-D is a secondary weapon. If it were a primary weapon, it would have been worded "When you make an attack with your primary weapon you may ...(target 360', within range 1-2, but only use 3 attack dice)". It seems pretty clear the way it was written that it is not a primary weapon and being so you do not get the bonus die for range 1.


The intention of the wording is: "Instead of making a normal attack with your primary weapon, you can make THIS attack with your primary weapon instead."


Yes, that makes sense. The "instead of making a NORMAL primary attack..." does seem to indicate that it is still a primary attack, just not a normal one. Otherwise it would have said something like "this is a secondary attack."
labartels 13291169
Question Regarding Multiple Actions:

If a ship has multiple actions- (Ship Action +Captain Action) is it legal to take two of the same actions. Can you evade and evade?

Is this limited by the actions available to the ship card/Captain card?

Examples: Enterprie D can Evade and Picard as the Captain- can he use a second evade since it is listed on his actions for his card.

@nd Example: Vorcha - takes an evade The ships gets a second action from the Klingon captain (Gorgot his name). Can he take another evade or take a different action?
traitorarmor 13291679

labartels wrote:

Question Regarding Multiple Actions:




No.

Page 12 (above the Range Ruler box)

------------------------
However, a ship cannot perform the same Action more than once during a single round (not even with a free action).
-----------------------

So no, you wouldn't be able to have the ship perform the same action twice.

Now from playing SW:X-Wing we've found out that being assigned a token is different than taking an action (such as Soontir Fel special ability) from a rules perspective.............and while that hasn't shown up in AW yet I would imagine that it probably will at some point.





Just to add to the original Q, on a similar note, as it comes up just as often , pg 22

------------------------
Only one Upgrade card on each ship can trigger its ability fromt he same token during the same round.
------------------------

So you can put Spock and the Breen Aid on the same ship but you'll only be able to use 1 at a time (both key off the Sensor token)
H00D4M4N 13291719

labartels wrote:

Question Regarding Multiple Actions:

If a ship has multiple actions- (Ship Action +Captain Action) is it legal to take two of the same actions. Can you evade and evade?

Is this limited by the actions available to the ship card/Captain card?

Examples: Enterprie D can Evade and Picard as the Captain- can he use a second evade since it is listed on his actions for his card.

@nd Example: Vorcha - takes an evade The ships gets a second action from the Klingon captain (Gorgot his name). Can he take another evade or take a different action?


No (page 12) a ship may not perform the same action more than once even if one was a free action.
Andrew Parks 13293959

H00D4M4N wrote:

I think I have a question that might need to go in the FAQ. Is DS9 considered a "ship" if a card specifically mentions "ship," or do those cards have no affect since it is not an actual ship?

I would think it would technically be considered a ship for pretty well all purposes (Tribbles, upgrades that target ships, etc.) but there are a lot of people that get hung up on words so I can see this one becoming a problem.


Yes, I agree this is a good one for the FAQ. DS9 and all space stations such as those in Missions are indeed considered "ships" for the purposes of card text. However, any text that causes a space station to "move" is ineffective.

Keep in mind as well that for the purposes of the OP scenario, there is a disclaimer written in the OP rules that says that Away Teams cannot be targeted by any effects other than those specified by the scenario.

That wouldn't stop you from unloading some Tribbles, of course... wow
jonnyd76 13304291

traitorarmor wrote:

labartels wrote:

Question Regarding Multiple Actions:




No.

Page 12 (above the Range Ruler box)

------------------------
However, a ship cannot perform the same Action more than once during a single round (not even with a free action).
-----------------------

So no, you wouldn't be able to have the ship perform the same action twice.

Now from playing SW:X-Wing we've found out that being assigned a token is different than taking an action (such as Soontir Fel special ability) from a rules perspective.............and while that hasn't shown up in AW yet I would imagine that it probably will at some point.





Just to add to the original Q, on a similar note, as it comes up just as often , pg 22

------------------------
Only one Upgrade card on each ship can trigger its ability fromt he same token during the same round.
------------------------

So you can put Spock and the Breen Aid on the same ship but you'll only be able to use 1 at a time (both key off the Sensor token)



Question on the Valdore related to this: "If you perform a green maneuver, add +1 Attack die for the remainder of this round"

Assuming you couple that with the Elite captain skill "Engage" do you get an additional +1 Attack die? Is the "If" supposed to mean just once or is it a "whenever"?
(Engage: "Action: If you performed a green maneuver this round, you may immediately perform an additional green maneuver of your choice. Place an auxiliary power token beside your ship.")

I guess the question is if things can trigger twice, even though you can't choose to use an action twice.
Bakkster 13304635
Some ship bases do not have rear firing arcs depicted on them. Are those ships allowed to use secondary weapons cards, such as Photon Torpedoes, that can fire through the rear arc?

Also, does a ship with a 180-degree forward firing arc also have a rear firing arc and is it 90 degrees or also 180 degrees?
delta_angelfire 13305301

traitorarmor wrote:



Just to add to the original Q, on a similar note, as it comes up just as often , pg 22

------------------------
Only one Upgrade card on each ship can trigger its ability fromt he same token during the same round.
------------------------

So you can put Spock and the Breen Aid on the same ship but you'll only be able to use 1 at a time (both key off the Sensor token)


Wow I did not notice that before! That is really counter-intuitive and very important.
Icetower 13307370

Bakkster wrote:

Some ship bases do not have rear firing arcs depicted on them. Are those ships allowed to use secondary weapons cards, such as Photon Torpedoes, that can fire through the rear arc?

Also, does a ship with a 180-degree forward firing arc also have a rear firing arc and is it 90 degrees or also 180 degrees?

They can use the Photons, but not from the non-existent rear arc. Look at the Reliant for the answer to your other question. Mine's at home or I would be more specific. Or check the photo out. 90 degree arc.
http://boardgamegeek.com/image/1729642/star-trek-attack-wing...
Andrew Parks 13307503

jonnyd76 wrote:

traitorarmor wrote:

labartels wrote:

Question Regarding Multiple Actions:




No.

Page 12 (above the Range Ruler box)

------------------------
However, a ship cannot perform the same Action more than once during a single round (not even with a free action).
-----------------------

So no, you wouldn't be able to have the ship perform the same action twice.

Now from playing SW:X-Wing we've found out that being assigned a token is different than taking an action (such as Soontir Fel special ability) from a rules perspective.............and while that hasn't shown up in AW yet I would imagine that it probably will at some point.





Just to add to the original Q, on a similar note, as it comes up just as often , pg 22

------------------------
Only one Upgrade card on each ship can trigger its ability fromt he same token during the same round.
------------------------

So you can put Spock and the Breen Aid on the same ship but you'll only be able to use 1 at a time (both key off the Sensor token)



Question on the Valdore related to this: "If you perform a green maneuver, add +1 Attack die for the remainder of this round"

Assuming you couple that with the Elite captain skill "Engage" do you get an additional +1 Attack die? Is the "If" supposed to mean just once or is it a "whenever"?
(Engage: "Action: If you performed a green maneuver this round, you may immediately perform an additional green maneuver of your choice. Place an auxiliary power token beside your ship.")

I guess the question is if things can trigger twice, even though you can't choose to use an action twice.


The Valdore's text only checks to see if you've performed a Green Maneuver at least once. It would not trigger twice if you performed two Green Maneuvers.

Andrew
lomn 13308232

Bakkster wrote:

Some ship bases do not have rear firing arcs depicted on them. Are those ships allowed to use secondary weapons cards, such as Photon Torpedoes, that can fire through the rear arc?

Also, does a ship with a 180-degree forward firing arc also have a rear firing arc and is it 90 degrees or also 180 degrees?
Daniel's answer above is correct, but I figured I'd provide the rules-text version:

Rear firing arcs are (always, only) designated by dashed lines. If the base doesn't have dashed lines (presently, only the Galaxy and Miranda vessels do), then that ship doesn't have a rear arc and can't use the rear arc text of any secondary weapons.
macgowan 13309812
I had an Auxiliary Power Token, and was unfortunately hit with the Breen Energy Dissipator. Now I move 1 white, have shields disabled, and can't attack. The Auxiliary Power means I don't get an action, so I just keep plodding forward until I hit the edge of the world and explode.

That pretty much sums it up, right?
sabett 13309978

macgowan wrote:

I had an Auxiliary Power Token, and was unfortunately hit with the Breen Energy Dissipator. Now I move 1 white, have shields disabled, and can't attack. The Auxiliary Power means I don't get an action, so I just keep plodding forward until I hit the edge of the world and explode.

That pretty much sums it up, right?
Nope, reread the card ". . . After executing this Maneuver, removal all EDTs from this ship."
Andrew Parks 13310589

macgowan wrote:

I had an Auxiliary Power Token, and was unfortunately hit with the Breen Energy Dissipator. Now I move 1 white, have shields disabled, and can't attack. The Auxiliary Power means I don't get an action, so I just keep plodding forward until I hit the edge of the world and explode.

That pretty much sums it up, right?


As Alex mentioned, you lose the EDT right after you move on the next turn. Therefore, although the Auxiliary Power Token prevents you from taking an Action on your next turn, you can still fire during the next turn's Combat Phase and then raise shields during that Endphase. On the third turn, you can move as normal, removing the Auxiliary Power Token if you perform a Green Maneuver.

Andrew
DS000FSD 13331523
First off, thank you for the work on the FAQ, Andrew. It is greatly appreciated.

I have a follow up question about the below ruling:

Andrew Parks wrote:

OP TOURNAMENT

7. How does using the DS9 Token work in normal battles outside the tournament?

• Each Pylon, as well as the main body of DS9, can fire independently, giving it a potential 4 attacks per round. When firing from the main body of DS9, you start measuring range from the outside edge of the token.


Now, I'm not even sure if it's an issue as I've not gotten my hands on the DS9 token as of yet. As such, these questions may be moot but:

Can the DS9 token fire inward?
When attacking DS9, does one also measure to the edge of the token?

Here's the scenerio I'm envisioning:

The ruling on the main body attacks indicates you measure range from the outside edge of the token.
The rules for the OP kit state the Pylons are considered ship tokens/bases with regards to overlap and the main body is considered an Obstacle.

I'm looking at the possibility that a ship may be able to circumnavigate the main body of the station all the while keeping out of the firing arc of the pylons. They are also technically "outside" the firing arc of the main body unless a player is allowed to shoot inward.
Additionally, you could have a "ship within a ship" and there is nothing in the rules stating how you target if you are either ship. Does the inner ship get to shoot with impunity at the outer edge of the token or can DS9 shoot back in an inward manner?

Does this make sense?

(By the way, I am laughing at the mental image of the Apnex flittering around between the Pylons and main body making "pew pew" sounds.)
Andrew Parks 13332277
I spoke to Chris G. about this, and he explained that the DS9 Token will work in the same way as the DS9 model, and in both cases a ship overlapping DS9 is considered to be under the model (or possibly "over" the space station in 3D conceptual space).

Therefore, DS9 can fire at a ship overlapping it, and this is considered a Range 1 attack. However, because DS9 is literally firing through itself (an obstacle), the defending ship receives +1 defense die. Conceptually, this represents the guns on DS9 avoiding firing at the station itself.

Similarly, a ship overlapping DS9 can fire at the station at Range 1, and DS9 would receive +1 defense die. Conceptually, this is because the ship is weaving around trying to avoid crashing into DS9.

And most importantly, there is no "pew pew" sound in space, although I realize the source material contradicts this. laugh

Andrew
DoggieMon 13332750

DS000FSD wrote:

First off, thank you for the work on the FAQ, Andrew. It is greatly appreciated.

I have a follow up question about the below ruling:

Andrew Parks wrote:

OP TOURNAMENT

7. How does using the DS9 Token work in normal battles outside the tournament?

• Each Pylon, as well as the main body of DS9, can fire independently, giving it a potential 4 attacks per round. When firing from the main body of DS9, you start measuring range from the outside edge of the token.


Now, I'm not even sure if it's an issue as I've not gotten my hands on the DS9 token as of yet. As such, these questions may be moot but:

Can the DS9 token fire inward?
When attacking DS9, does one also measure to the edge of the token?

Here's the scenerio I'm envisioning:

The ruling on the main body attacks indicates you measure range from the outside edge of the token.
The rules for the OP kit state the Pylons are considered ship tokens/bases with regards to overlap and the main body is considered an Obstacle.

I'm looking at the possibility that a ship may be able to circumnavigate the main body of the station all the while keeping out of the firing arc of the pylons. They are also technically "outside" the firing arc of the main body unless a player is allowed to shoot inward.
Additionally, you could have a "ship within a ship" and there is nothing in the rules stating how you target if you are either ship. Does the inner ship get to shoot with impunity at the outer edge of the token or can DS9 shoot back in an inward manner?

Does this make sense?

(By the way, I am laughing at the mental image of the Apnex flittering around between the Pylons and main body making "pew pew" sounds.)


I believe the rules state that the the entire base counter is considered a ship for the purpose of movement, so you can't be "in" it. You would have to move your ship back along the movement line to the edge of the counter. But you can fly through it as with another obstacle.
fanaka66 13333027

Andrew Parks wrote:

3. Can members of the Away Team use their abilities while on DS9?

No. The only information retained by the Away Team is the Captain's Skill Number.


So what would Promo Khan's skill number be if he were on DS9 and Kirk was flying in the Enterprise? 6 or 9?
delta_angelfire 13333056
Douglas, you kinda got ninja'd an hour ago by Andrew - one of the game designers. See the official response above yours.
Andrew Parks 13333111

fanaka66 wrote:

Andrew Parks wrote:

3. Can members of the Away Team use their abilities while on DS9?

No. The only information retained by the Away Team is the Captain's Skill Number.


So what would Promo Khan's skill number be if he were on DS9 and Kirk was flying in the Enterprise? 6 or 9?


9
capnginger 13333227

Andrew Parks wrote:

And most importantly, there is no "pew pew" sound in space, although I realize the source material contradicts this. laugh

Andrew


Oh, no! The historical record has misled me so!
loki_tbc 13336214
Sir, can you explain the ruling on Khan? He is only a skill other than his listed skill as an effect of his card text. That text is not applicable by virtue of the card being disabled as per being an away team member per scenario rules.

The only justification I can see is if he gets the skill number during deployment and for the remainder of game.

Thoughts?
DoggieMon 13337100

delta_angelfire wrote:

Douglas, you kinda got ninja'd an hour ago by Andrew - one of the game designers. See the official response above yours.


Darn! How did I not see that response? Thanks.
RayJ 13338196
Just making sure I've read this right: Missile Launchers that come w/ the krayton make 2 attacks. I can choose whether to put both attacks into the same ship or into two separate ships?

Also each of the 2 attacks would receive the benefit from attack boosts such as donatra/n'vek/gowron?
Andrew Parks 13338310

RayJ wrote:

Just making sure I've read this right: Missile Launchers that come w/ the krayton make 2 attacks. I can choose whether to put both attacks into the same ship or into two separate ships?

Also each of the 2 attacks would receive the benefit from attack boosts such as donatra/n'vek/gowron?


Yes and yes.
H00D4M4N 13339921

Andrew Parks wrote:

RayJ wrote:

Just making sure I've read this right: Missile Launchers that come w/ the krayton make 2 attacks. I can choose whether to put both attacks into the same ship or into two separate ships?

Also each of the 2 attacks would receive the benefit from attack boosts such as donatra/n'vek/gowron?


Yes and yes.


Well, well, well. Gonna buy a Scotty with some gold-pressed Haggis!
eisenmerc 13342227
What happens if someone drops Anti-Matter Mines directly on DS9. Would they keep exploding every turn?

Also in the first OP mission is DS9 considered to have a sheild stat of 0? I'm wondering if I can beam Scotty aboard, start repairing the station sheilds and stop others from beaming on
macgowan 13342241
No to Scotty. Dudes on the station have cards disabled.
Bwian 13342331

eisenmerc wrote:

What happens if someone drops Anti-Matter Mines directly on DS9. Would they keep exploding every turn?

Antimatter Mines only affect you once per time you touch them. Since DS9 would never move away from the template, it would only be attacked once.

At least, that's how I interpreted http://boardgamegeek.com/thread/1028616/im-trailing-mines
Namiriel 13342603
Kirk has "Cheat Death" and "...I Stab at Thee" as his abilities. When his ship is destroyed, is he allowed to self destruct, then go back to 1 HP?

If so is he allowed to self destruct a second time, as "I stab at thee" is not discarded or disabled?
Andrew Parks 13343294

Namiriel wrote:

Kirk has "Cheat Death" and "...I Stab at Thee" as his abilities. When his ship is destroyed, is he allowed to self destruct, then go back to 1 HP?

If so is he allowed to self destruct a second time, as "I stab at thee" is not discarded or disabled?


Hi, Kevin.

I am not sure what you mean by "is he allowed to self destruct"?

If you are asking if someone has the ability to trigger both "Cheat Death" and "I Stab At Thee..." when they are destroyed, then the answer is yes. Since they happen at the same time, you can choose the order that they go. I would strongly recommend "I Stab At Thee..." first or you will not be cheating death for very long. meeple

Andrew
eisenmerc 13343664
Christopher Pike reads "All your crew upgrades cost -1 squadron point."

Can this reduce the cost of a crew to 0 if used on say a 1pt Follower of Khan?

Also the way it's written reads like a global ability. Is it restricted to only crew on Pike's ship or does it give a -1 cost to all your crew upgrades on the board?
capnginger 13343698

eisenmerc wrote:

Christopher Pike reads "All your crew upgrades cost -1 squadron point."

Can this reduce the cost of a crew to 0 if used on say a 1pt Follower of Khan?

Also the way it's written reads like a global ability. Is it restricted to only crew on Pike's ship or does it give a -1 cost to all your crew upgrades on the board?


Follower of Khan still costs +1 for being out of faction (Independent).

And per answer #1, "As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified." Therefore, Pike's ability only applies to the upgrades on Pike's ship.
eisenmerc 13343850
Thanks for the clarification Cap'n but are you sure Independent suffer the +1 out of faction penalty? As there are no Independent ships the only way to use them without the extra cost is with Khan's ability.
Andrew Parks 13344135

eisenmerc wrote:

Thanks for the clarification Cap'n but are you sure Independent suffer the +1 out of faction penalty? As there are no Independent ships the only way to use them without the extra cost is with Khan's ability.


Cap'n Ginger is correct. You can reduce the cost of a Crew Upgrade to 0 with Pike, but you would still have to pay any appropriate Faction Penalty. There is currently no way to avoid the Faction Penalty on an Independent Crew Upgrade without Khan. Those followers of Khan are simply too unruly for most Captains to handle!

Andrew
kemikos 13347108
I have three questions:

First of all, regarding text that reads, "on a [HIT] result, do x", do [CRITICAL HIT] results count as well? I'm assuming not, but want to clarify.

Next, in the OP Month 1 description of the Self-Replicating Mines, do the "contact damage" rules replace the normal "roll for damage" rules for Obstructions, or are they in addition to the normal damage?

Finally, regarding cloaking timing: Let's say I have the IRW Khazara, cloaked, at the beginning of my turn. During combat, it attacks, so the cloak token flips to the red side. However, it's still considered cloaked, so it still has its +4 defense dice until the end of the round. During cleanup at the end of the round, the token disappears, and my shields reactivate. During the activation phase, I use my action to re-cloak. Now if I attack this turn, I'm considered cloaked for the purpose of using the Khazara's ability ("If you initiate an attack while cloaked, add +1 attack die"), correct? And I also have the +4 defense dice, right?

If I'm understanding it correctly, the only downside to losing your cloak after an attack is that you can be target locked (well, that and having to spend your action). You still get all the other benefits by re-cloaking each turn. Am I reading this right?

Thanks for any answers you have...
Andrew Parks 13347427
Hi, Kenn.

1) Correct, if it shows a specific icon (Hit), it does not apply to another icon (Critical Hit).

2) Correct, the Self-Replicating Mines do different damage than normal Obstacles.

3) You are correct. The Khazara can keep cloaking every turn and getting that bonus. The downside to firing each turn is that, as you mentioned, you can be target locked and you must keep spending your Action every turn to re-cloak. Also, you won't have time to Sensor Echo, one of the most powerful benefits of cloaking.

Andrew
delta_angelfire 13353007
If I use Forward Weapons Grid on the Reliant, and fire at two ships both within range 1, do I get +1 die to each attack after splitting up my dice? Or Just +1 and I have to choose which attack it affects? Can I assign 0 dice to an attack target knowing I'll get the +1 bonus from the Reliant's ability?
Andrew Parks 13353312

delta_angelfire wrote:

If I use Forward Weapons Grid on the Reliant, and fire at two ships both within range 1, do I get +1 die to each attack after splitting up my dice? Or Just +1 and I have to choose which attack it affects? Can I assign 0 dice to an attack target knowing I'll get the +1 bonus from the Reliant's ability?


Since Forward Weapons Grid is still considered one attack (divided between two targets), then essentially the Reliant Text would give you a total of +1 attack die (for a total of 6 attack dice) if at least one of the ships is within Range 1. These 6 dice would have to be divided between your targets.

You could then, essentially, assign 1 attack die to one target and 5 attack dice to the other target.

Andrew
macgowan 13354120

Andrew Parks wrote:

delta_angelfire wrote:

If I use Forward Weapons Grid on the Reliant, and fire at two ships both within range 1, do I get +1 die to each attack after splitting up my dice? Or Just +1 and I have to choose which attack it affects? Can I assign 0 dice to an attack target knowing I'll get the +1 bonus from the Reliant's ability?


Since Forward Weapons Grid is still considered one attack (divided between two targets), then essentially the Reliant Text would give you a total of +1 attack die (for a total of 6 attack dice) if at least one of the ships is within Range 1. These 6 dice would have to be divided between your targets.

You could then, essentially, assign 1 attack die to one target and 5 attack dice to the other target.

Andrew


Doesn't this go against what you ruled above:

Andrew Parks wrote:

RayJ wrote:

Just making sure I've read this right: Missile Launchers that come w/ the krayton make 2 attacks. I can choose whether to put both attacks into the same ship or into two separate ships?

Also each of the 2 attacks would receive the benefit from attack boosts such as donatra/n'vek/gowron?


Yes and yes.


I can only assume "krayton" is actually Kraxon, and "Missile Launchers" refers to Forward Weapons Grid. Which clearly states "between two different ships... you must roll at least 1 attack die against each ship."
H00D4M4N 13354387

macgowan wrote:

Andrew Parks wrote:

delta_angelfire wrote:

If I use Forward Weapons Grid on the Reliant, and fire at two ships both within range 1, do I get +1 die to each attack after splitting up my dice? Or Just +1 and I have to choose which attack it affects? Can I assign 0 dice to an attack target knowing I'll get the +1 bonus from the Reliant's ability?


Since Forward Weapons Grid is still considered one attack (divided between two targets), then essentially the Reliant Text would give you a total of +1 attack die (for a total of 6 attack dice) if at least one of the ships is within Range 1. These 6 dice would have to be divided between your targets.

You could then, essentially, assign 1 attack die to one target and 5 attack dice to the other target.

Andrew


Doesn't this go against what you ruled above:

Andrew Parks wrote:

RayJ wrote:

Just making sure I've read this right: Missile Launchers that come w/ the krayton make 2 attacks. I can choose whether to put both attacks into the same ship or into two separate ships?

Also each of the 2 attacks would receive the benefit from attack boosts such as donatra/n'vek/gowron?


Yes and yes.


I can only assume "krayton" is actually Kraxon, and "Missile Launchers" refers to Forward Weapons Grid. Which clearly states "between two different ships... you must roll at least 1 attack die against each ship."


Nope. The Krayton is the Ferengi ship that comes with Missile Launchers (which specifically grants two attacks).
capnginger 13354442

macgowan wrote:

I can only assume "krayton" is actually Kraxon, and "Missile Launchers" refers to Forward Weapons Grid. Which clearly states "between two different ships... you must roll at least 1 attack die against each ship."


RayJ was referring to the Ferengi ship from the OP tournament:

macgowan 13356734
Oops! Thanks for clearing that up, fellas!
sabett 13358205
Is the generic Ferengi Captain supposed to be unique?
delta_angelfire 13359215
For abilities that repair shields: do the repaired shield tokens come back as Active or Disabled? If active, does that mean you could repair a shield and have it active while cloaked?

Obviously if they come back as inactive they would be useless until after the next end phase when they can be raised.
Andrew Parks 13359280
Normally, a repaired Shield comes back Active. On a Cloaked ship, however, it would come back Disabled.

H00D4M4N 13364665

sabett wrote:

Is the generic Ferengi Captain supposed to be unique?


I'm guessing that's a mistake.
Andrew Parks 13366379

H00D4M4N wrote:

sabett wrote:

Is the generic Ferengi Captain supposed to be unique?


I'm guessing that's a mistake.


Yes, I'm sure that's a graphic error. Shouldn't affect gameplay very much, fortunately.

Andrew
Namiriel 13366505
Thanks Andrew re: Cheat Death & I stab at thee.
delta_angelfire 13368726
the Ferengi EM Pulse:
Action: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.

So, let's say I put this on a ship with low pilot skill. I move first, use this action, and give a ship an Aux token. When it comes their turn to move, if they reveal a red maneuver, I get to choose any other non-red maneuver for them to do instead, right? This seems really nasty!
Andrew Parks 13369170
Correct, you have to be careful when flying behind these guys!
Skyguard 13373024
Question that came up in an OP game this week.

If two ships bases are touching can they target each other without being in each others targeting arc?

The rule on page 18 under overlapping other ships just state that "Ships whose bases are touching can target each other during the Combat phase"
Magentawolf 13373847

Skyguard wrote:

Question that came up in an OP game this week.

If two ships bases are touching can they target each other without being in each others targeting arc?

The rule on page 18 under overlapping other ships just state that "Ships whose bases are touching can target each other during the Combat phase"


That's sort of a useless rule I'm betting they threw in just to say: 'Hey, we're not X-Wing!'.

In order to attack, they still need to be within an arc that your weapons can fire through.
Skyguard 13374595

Magentawolf wrote:



That's sort of a useless rule I'm betting they threw in just to say: 'Hey, we're not X-Wing!'.

In order to attack, they still need to be within an arc that your weapons can fire through.


That was how I had read it. However I'm asking as the group consensus at the OP event was that you could attack a ship if you were touching its base out of arc. Which ended up working in my favor when this came up but I still wanted to check and see if I could get a clarification.
Andrew Parks 13375093
Yes, the ships need to be in each other's firing arcs, even when their bases are touching.

adorablerocket 13375516

Magentawolf wrote:


That's sort of a useless rule I'm betting they threw in just to say: 'Hey, we're not X-Wing!'.


Wow, that's sort of a thoughtless comment I'm betting you threw out there just to say: 'Hey, I'm totally oblivious to the fact that the game system was licensed from FFG, the designer is highly respected, and is active on this thread and forums in general!"

Also your premise is flawed.

Action denial by low initiative swarms exploiting that rule in X-Wing is one of the cheesyest and least thematic aspects of that game, yet it's a big part of competitive play. Personally I think it's a big improvement to the system and I hope it might be backported (though I'll still lack motivation to play X-Wing without more scenarios).
fuwalawala 13376878
1. If I use Gowron’s action (Action: all other friendly klingon ship within range 1-2 gain +1 attack dice this round). when is effect determined? Does it happen immediately, in the activation phase, or is this calculated during the combat phase? This matters because a lower Capt. value ship can move out of range.
Also is this a continues effect? If Gowron is removed from the board during the round does this effect go away?
2. If I use Gowron’s action (Action: all other friendly klingon ship within range 1-2 gain +1 attack dice this round), say I then use Martok’s (the chosen ship may immediately perform one free action.) Can I activate Gowron’s text a second time? Does this effect stack giving all other friendly klingon ship within range 1-2 gain +2 attack dice this round?
3. Artificial Quantum Singularity, (While your ship is cloaked you may roll your full defense dice in spite of an opposing ships scan token.) If another effect (-1 additional defense dice) was additionally modifying my defense dice from a ship that had a scan token would I roll all my defense dice negating both effects, or would I just the negate the -1 from the scan and still be at -1 from the other effect.

Magentawolf 13377048

adorablerocket wrote:

Magentawolf wrote:


That's sort of a useless rule I'm betting they threw in just to say: 'Hey, we're not X-Wing!'.


Wow, that's sort of a thoughtless comment I'm betting you threw out there just to say: 'Hey, I'm totally oblivious to the fact that the game system was licensed from FFG, the designer is highly respected, and is active on this thread and forums in general!"

Also your premise is flawed.

Action denial by low initiative swarms exploiting that rule in X-Wing is one of the cheesyest and least thematic aspects of that game, yet it's a big part of competitive play. Personally I think it's a big improvement to the system and I hope it might be backported (though I'll still lack motivation to play X-Wing without more scenarios).


By 'useless', I meant 'Did not need to be stated'. Given that nothing else even hints that touching bases would not allow you to make an attack against the figure you're touching, that line of text adds nothing but confusion.

The exact same action-denial mechanic is still present in Attack Wing, so I'm not sure what you're going off about over there.
Purple Paladin 13377654

Andrew Parks wrote:

Yes, the ships need to be in each other's firing arcs, even when their bases are touching.



That rule really confused us a lot. It says ships can attack each other if their bases are touching; it never even entered our head that they could not attack each other if their base was touching until we read that in the rules.

Why wouldn't they? I ended up scanning and rescanning the rulebook to see what rule I missed about "Ships attacking and bases touching".

And it never said "If they are in each other's firing arc", it just says "they can attack each other". So we just assumed they were above/below each other, and so could target each other regardless of facing.
traitorarmor 13377843

Purple Paladin wrote:

Why wouldn't they? I ended up scanning and rescanning the rulebook to see what rule I missed about "Ships attacking and bases touching".


A lot of players who are familiar with the Flight Path system are coming from a rules background in SW:X-wing..........in that game you can't shoot at a ship you are touching base with (without a special ability that allows for the exception).

It's actually one of the biggest changes for X-Wing players.
Andrew Parks 13378395

fuwalawala wrote:

1. If I use Gowron’s action (Action: all other friendly klingon ship within range 1-2 gain +1 attack dice this round). when is effect determined? Does it happen immediately, in the activation phase, or is this calculated during the combat phase? This matters because a lower Capt. value ship can move out of range.
Also is this a continues effect? If Gowron is removed from the board during the round does this effect go away?
2. If I use Gowron’s action (Action: all other friendly klingon ship within range 1-2 gain +1 attack dice this round), say I then use Martok’s (the chosen ship may immediately perform one free action.) Can I activate Gowron’s text a second time? Does this effect stack giving all other friendly klingon ship within range 1-2 gain +2 attack dice this round?
3. Artificial Quantum Singularity, (While your ship is cloaked you may roll your full defense dice in spite of an opposing ships scan token.) If another effect (-1 additional defense dice) was additionally modifying my defense dice from a ship that had a scan token would I roll all my defense dice negating both effects, or would I just the negate the -1 from the scan and still be at -1 from the other effect.



1. Gowron's effect grants its bonus to all ships within range when the Action is activated. Ships that later move into (or out of) range are not affected. The effect persists for the rest of the round even if Gowron is disabled or discarded.

2. You cannot perform the same Action twice in the same round, even as a free Action.

3. Artificial Quantum Singularity only protects you from the effects of the Scan Token itself.

Andrew
dc0nklin 13378837

Purple Paladin wrote:


That rule really confused us a lot. It says ships can attack each other if their bases are touching; it never even entered our head that they could not attack each other if their base was touching until we read that in the rules.

Why wouldn't they? I ended up scanning and rescanning the rulebook to see what rule I missed about "Ships attacking and bases touching".


Maybe they should have added the phrase "as normal":

ships can attack each other as normal if their bases are touching

With Flight Path, there are ways they could end up touching other than nose-to-nose...
Purple Paladin 13378895
Ok, now I see. We've never played X-Wing, so that really threw us.
traitorarmor 13378997


Ok, Andrew, got a question about 'The Kobayashi Maru Scenario' and the interaction of the action it grants.......

=======================================
While the Federation Ship is within 1-2 of the Objective Token, it can perform the following Action:

Action: If your ship is not Cloaked, disable all of your Shields to beam aboard survivors. Place 1 Mission Token on your Ship Card.

=======================================

and the special ability of the USS Enterprise

=======================================
The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token.
=======================================



Now because the action granted by the scenario doesn't use wording like 'for this scenario you may add this action to your ships action bar' and the Enterprise's ability is worded that the action taken must be on the Action Bar........ that you wouldn't be able to beam aboard survivors.

Is that correct?

I fear that it is...... but I'm trying to figure out all the tricks of the scenario for the arsenal.


And if that is correct, why are you and Chris such meanies?
kemikos 13379966

traitorarmor wrote:


And if that is correct, why are you and Chris such meanies?


Not Andrew, but that is correct. The Enterprise's ability doesn't say "you may perform an action even if you have an auxiliary power token", as you pointed out; instead it specifies what type of action you may perform (i.e., "listed on your action bar"). That implies that you can't perform an action that's not on the action bar.

As to your last question, I'll repeat what I said in the Kobayashi Maru thread: You do know you're not supposed to be able to win, right?
Andrew Parks 13380230
Kenn is correct. You cannot beam aboard survivors if you have an Auxiliary Power Token.

Yes, we are definitely mean. devil

That said, the scenario is meant to be extremely challenging. As I mentioned in the other thread, the best I've done is get all the survivors aboard and get within one turn of leaving on turn 8. But then I died. If the Klingon ship had rolled crap, I'd have won! surprise

Andrew
Purple Paladin 13383288
You can win that scenario, easy, if you cheat.
delta_angelfire 13393949
Can I trigger Counter Attack on Kraxon if it suffered damage by using its transfer damage ability?
Andrew Parks 13394495

delta_angelfire wrote:

Can I trigger Counter Attack on Kraxon if it suffered damage by using its transfer damage ability?


Yes.
delta_angelfire 13394619

Andrew Parks wrote:

delta_angelfire wrote:

Can I trigger Counter Attack on Kraxon if it suffered damage by using its transfer damage ability?


Yes.


ooo unexpected! MWAHAHAHAHA glory to the founders!
davedujour 13399258
What is DS9's "Forward Firing Arc"? Any one of the 3 pylons & the 360 degree field of the center weapons array? Or is it something else?
stoneart69 13399516
when a ship starts cloaking this turn and another ship target locks it, if the first ship doesn't fire, will the target lock go away the next round because of the cloak?
capnginger 13399647

stoneart69 wrote:

when a ship starts cloaking this turn and another ship target locks it, if the first ship doesn't fire, will the target lock go away the next round because of the cloak?


Nope, target lock stays in place. Page 11 of the rulebook:

"... a ship that has acquired a Target Lock on an enemy ship can keep its [TARGET LOCK] token beside that ship even if the enemy ship later Cloaks and remains Cloaked for more than one turn."

Target lock only goes away if you spend it in combat, or target lock a different ship.
Andrew Parks 13399709

davedujour wrote:

What is DS9's "Forward Firing Arc"? Any one of the 3 pylons & the 360 degree field of the center weapons array? Or is it something else?


At a range of 1-2, DS9's forward firing arc is in all directions.

At a range of 1-3, DS9's forward firing arc uses the wedges on each of the pylons.

adorablerocket 13399733
Okay a dumb pedantic question for the first OP mission.

From reading the rules it looks like you don't need to beam a captain over to gain control of DS9. If so, do you still get to act (at skill 0)? Also do you still get to shoot back when in close combat on the station (last)?
Andrew Parks 13399767
If you do not have a Captain on DS9, then your Away Team is considered to have a Skill of 1 and can fire back as normal.

Andrew
delta_angelfire 13401385
Can I fire my Forward Weapons Grid as my Counter Attack?
Andrew Parks 13403336

delta_angelfire wrote:

Can I fire my Forward Weapons Grid as my Counter Attack?


Yes, as long as the countered ship is one of the 2 targeted ships.

Andrew
delta_angelfire 13403598
Props for the continued responses to all the niche questions :-) You deserve a medal or something good sir!
JustinKase 13403901
Does Scotty's ability apply in duplicate to all attacks in a round?

For example:

Once More Unto the Breach - would that be a net +1 to each attack (+2 for Scotty, -1 for the OMUtB)?

Anti-Matter Mine - if you hit with it while deploying, would Scotty add +2 Attack Dice to each ship in the minefield?

On Forward Weapons Grid - even though it is split into two attacks, I imagine it is 7 attack dice split between the two.

Also - I imagine someone has already noticed, but the Romulan Tactical Officer on the I.R.W. Valdore has some plans on becoming the next ship captain (the Crew icon has the Captain box around it instead of the circle).
traitorarmor 13403980

JustinKase wrote:

Also - I imagine someone has already noticed, but the Romulan Tactical Officer on the I.R.W. Valdore has some plans on becoming the next ship captain (the Crew icon has the Captain box around it instead of the circle).


I think someone mentioned it a while back......you know it's odd, I haven't heard anything from him since the Tal Shiar decided to talk to him about it. whistle
Andrew Parks 13404230

JustinKase wrote:

Does Scotty's ability apply in duplicate to all attacks in a round?

For example:

Once More Unto the Breach - would that be a net +1 to each attack (+2 for Scotty, -1 for the OMUtB)?

Anti-Matter Mine - if you hit with it while deploying, would Scotty add +2 Attack Dice to each ship in the minefield?

On Forward Weapons Grid - even though it is split into two attacks, I imagine it is 7 attack dice split between the two.

Also - I imagine someone has already noticed, but the Romulan Tactical Officer on the I.R.W. Valdore has some plans on becoming the next ship captain (the Crew icon has the Captain box around it instead of the circle).


1) Scotty adds a total of +2 attack dice during the round. So with Once More Unto the Breach, you would choose where to apply the dice (+2 to one attack or the other, or +1 to each). But not +2 to both attacks.

2) Yes, Scotty + Minefield is deadly on the turn it is deployed. That is because it is using the "Attack:" keyword the turn it is deployed.

3) Correct on Forward Weapons Grid

4) Tactical Officer is an ambitious guy; can you blame him with such awesome text??

Andrew
adorablerocket 13404285
Ok, can't believe this hasn't been asked before and I know it's been FAQ'd for X-Wing but I want to make sure for here:

Worf - ...re-roll your entire attack roll. You must re-roll all of the dice and keep the results of the second roll

Worf + Target Lock, is it:
A) Once you use Worf, you can't use Target Lock.
B) You can use Worf first, then use Target Lock to clean up.
Andrew Parks 13404308

adorablerocket wrote:

Ok, can't believe this hasn't been asked before and I know it's been FAQ'd for X-Wing but I want to make sure for here:

Worf - ...re-roll your entire attack roll. You must re-roll all of the dice and keep the results of the second roll

Worf + Target Lock, is it:
A) Once you use Worf, you can't use Target Lock.
B) You can use Worf first, then use Target Lock to clean up.


Each die can only be re-rolled once per turn unless a card effect specifies otherwise (page 14). So the answer is "A".
JustinKase 13404470

Andrew Parks wrote:


4) Tactical Officer is an ambitious guy; can you blame him with such awesome text??


Thanks for the quick answers - and hope to see the Tact Officer make it as a Captain in an OP participation prize in 2014
delta_angelfire 13405451
So along the lines of the Scotty +attack dice question, If I have Donatra in range of a ship with Energy Dissipator, she only adds her die to either the dissipator -or- the follow-up attack?
Magentawolf 13407418

Andrew Parks wrote:


1) Scotty adds a total of +2 attack dice during the round. So with Once More Unto the Breach, you would choose where to apply the dice (+2 to one attack or the other, or +1 to each). But not +2 to both attacks.

Andrew


So.. with Terrell (Friendly ships within Range 1 gain +1 defense die.), would that extra die only affect one defense roll per ship?
Andrew Parks 13407616
Donatra and Terrell grant the +1 die to every attack or defense because the text is open-ended (no time specification).

The difference with Scotty is that he defines that he is given +2 dice "this round," which means he gets a total of +2 attack dice to use as needed during the round.
delta_angelfire 13408315
Cool, at least that's still there. I'm very disappointed about scotty though, he was going to make the ferengi missiles playable :-p
Ender02 13408855
Just a question on the Warp Core Breach critical damage card. Was there ever a thought to make an explosion from the end result with like a Range 1-2 blast or something? As it is the whole Warp Core Breach thing seems a little tame compared to what it should be. Granted possibly losing a ship over a single critical hit is powerful, but I was expecting to see some way for a Warp Core going critical to damage nearby ships. Something for a possible future add on perhaps?
Andrew Parks 13409006

Ender02 wrote:

Just a question on the Warp Core Breach critical damage card. Was there ever a thought to make an explosion from the end result with like a Range 1-2 blast or something? As it is the whole Warp Core Breach thing seems a little tame compared to what it should be. Granted possibly losing a ship over a single critical hit is powerful, but I was expecting to see some way for a Warp Core going critical to damage nearby ships. Something for a possible future add on perhaps?


Well, if you're equipped with "I Stab at Thee".......

SteRT 13409593
Just a couple of questions:

1.
The Ferengi Missile Launchers text states:

"Make 2 Attacks against ship(s) in your forward firing arc. Roll 2 Attack Dice for each o these Attacks."

Does this mean that things which boost attack dice can't affect the number of Dice rolled or can the rolls still be affected by cards like Donatra, etc.

2.
The Defiant and Polarised Hull cards both allow crits to be changed into hits (though only one in the case of the polarised hull).

However Torath's card changes a hit to a critical.

In this instance which effect would take precedence, would:

a) Torath rolls her attack dice and then uses her ability
to change a hit into a critical. Then the Defiant rolls defence dice and if any criticals are not evaded they use the ship ability to turn them into hits.

OR

b) Both attack and defence dice are rolled and abilities are then applied in initiative order from lowest captain to highest.

The first will always result in no critical hits on the Defiant while the second would depend on the relative captain skills and would result in 1 critical hit provided the original roll had a critical and the Defiant's pilot had a lower initiative.

Personally I think a) would be correct but can you clarify this.

Thanks.
SteRT 13412598
Sorry, thought of another one while trying to build my Dominion war fleet.

If you are lucky enough to drop the anti-matter mines so that they touch 2 ships would you:

a) have to split the attack dice (if so would this need to be an even split)

OR

b)roll 4 dice and apply the same result to both ships

OR

c) roll 4 dice for each ship individually

Andrew Parks 13412787
1. Yes, you can boost the number of attack dice used with Ferengi Missile Launchers.

2. As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.

3. Each ship that is hit by the Antimatter Mines is affected separately, so the answer is "c".
SteRT 13413168
Hi thanks for the quick response on the question (genuflects in your direction chanting we're not worthy).

Apologies if I hadn't included the full text of thecards I hope there was enough there so it wasn't awkward for you. Should I have any further questions I'll make sure I do.

Once again thanks for the quick answers.
Andrew Parks 13413606
No problem, Stephen. It was actually very helpful that you posted the Ferengi Missile Launcher text!

Andrew
Mike Sisson 13414920
If a build features both Spock and Geordi on a single ship and that ship scans as an action, can both crew members activate off the single scan token?

Both cards say "If your ship has a scan token then..." They do not say ACTION: If your ship has a scan token. In the OP event this weekend we took this to mean that the scan token activated both abilities.
Andrew Parks 13414975

Mike Sisson wrote:

If a build features both Spock and Geordi on a single ship and that ship scans as an action, can both crew members activate off the single scan token?

Both cards say "If your ship has a scan token then..." They do not say ACTION: If your ship has a scan token. In the OP event this weekend we took this to mean that the scan token activated both abilities.


No, as per page 22 under "Upgrade Card Abilities and Action Tokens". This would get to be quite broken otherwise, especially if you throw in the Breen Aide for extra fun!. cool
MajorMalfunction 13415128
Can the Miles O'Brien special action to Disable one enemy Upgrade be used against ANY Upgrade? Crew, Elite Talents, and Secondary Weapons in addition to Tech Upgrades?

It seems by the reading the answer is Yes, just want to be sure.
350s10 13415381
Under "Weapon Upgrades" number 3,
"If a Captain or Upgrade provides a bonus to my attack, does this apply to my Secondary Weapons as well?"
I take it that a ship can also give a +1 attack to the secondary weapon. In this case the ship the "Valdore". Is this correct?

Thanks
Andrew Parks 13415624

MajorMalfunction wrote:

Can the Miles O'Brien special action to Disable one enemy Upgrade be used against ANY Upgrade? Crew, Elite Talents, and Secondary Weapons in addition to Tech Upgrades?

It seems by the reading the answer is Yes, just want to be sure.


Yes.
Andrew Parks 13415625

350s10 wrote:

Under "Weapon Upgrades" number 3,
"If a Captain or Upgrade provides a bonus to my attack, does this apply to my Secondary Weapons as well?"
I take it that a ship can also give a +1 attack to the secondary weapon. In this case the ship the "Valdore". Is this correct?

Thanks


Correct, I'll add the word "Ship" to that entry.

Andrew
delta_angelfire 13415858
Do Muon tokens stack for additional damage? And do you remove 1 or all Muon tokens when you take an action to remove them?

Muon Reference: A Muon Token stays with a ship until it is removed.During the Activation Phase after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of maneuver does not matter, just the number.After the ship performs a Green or White Maneuver, it can spend an Action to remove the Muon Token.
Andrew Parks 13416559

delta_angelfire wrote:

Do Muon tokens stack for additional damage? And do you remove 1 or all Muon tokens when you take an action to remove them?

Muon Reference: A Muon Token stays with a ship until it is removed.During the Activation Phase after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of maneuver does not matter, just the number.After the ship performs a Green or White Maneuver, it can spend an Action to remove the Muon Token.


Thanks for quoting, Will!

Yes, if you are running multiple Science Vessels and have used them to fire off multiple Muon Tokens against the same ship, then their effects do stack. Each Action only removes 1 of them.

Andrew
fredcvbgt 13422288

Andrew Parks wrote:

Mike Sisson wrote:

If a build features both Spock and Geordi on a single ship and that ship scans as an action, can both crew members activate off the single scan token?

Both cards say "If your ship has a scan token then..." They do not say ACTION: If your ship has a scan token. In the OP event this weekend we took this to mean that the scan token activated both abilities.


No, as per page 22 under "Upgrade Card Abilities and Action Tokens". This would get to be quite broken otherwise, especially if you throw in the Breen Aide for extra fun!. :cool:


How about if I have Counter Attack, Scan (from Picard) and Spock? Does the one scan token let me trigger Spock during each attack?

Likewise for Counter Attack and Drex, can I trigger Drex during each attack?
Andrew Parks 13422736
Spock: Yes.

Drex: Sort of. You can only convert 1 Battle Stations to a Crit for the whole round. But your other Battle Stations can be converted to Hits as normal.
superman829 13423027
Hi Andrew-
Question about Deep Space 9 token.

1. Within the OP month 1 event, if a player is controlling DS9, how many attacks does DS9 get? Is it still 2 pylon attacks & 1 main body attack each turn?

2. Outside of the OP event, using the DS9 token in home-brew scenarios, how many attacks is DS9 intended to get per turn? Up to 3 pylons & 1 main body?

labartels 13424677
Can we please a get a document- PDF or otherwise- this hot mess is up to 47 pages and unusable as a reference.
primtim34 13424738
If you just reference back to the original post, you'll see that Andrew updates it when there are new rulings that need to be added to the FAQ.
Andrew Parks 13425758

superman829 wrote:

Hi Andrew-
Question about Deep Space 9 token.

1. Within the OP month 1 event, if a player is controlling DS9, how many attacks does DS9 get? Is it still 2 pylon attacks & 1 main body attack each turn?

2. Outside of the OP event, using the DS9 token in home-brew scenarios, how many attacks is DS9 intended to get per turn? Up to 3 pylons & 1 main body?



1. Correct, 3 attacks.

2. Correct, up to 4 attacks.

Andrew
Andrew Parks 13425765

labartels wrote:

Can we please a get a document- PDF or otherwise- this hot mess is up to 47 pages and unusable as a reference.


I am trying to put the most common questions (or those that seem like they can happen frequently) on the front page. If you notice a particular issue is coming up a lot in your games, please let me know and I will add it to the FAQ.

Andrew
superman829 13425983

Andrew Parks wrote:

labartels wrote:

Can we please a get a document- PDF or otherwise- this hot mess is up to 47 pages and unusable as a reference.


I am trying to put the most common questions (or those that seem like they can happen frequently) on the front page. If you notice a particular issue is coming up a lot in your games, please let me know and I will add it to the FAQ.

Andrew


I'd recommend putting more of the DS9-related answers on the front page. The cards it comes with fail to communicate many important details about what DS9 can do.
Andrew Parks 13426443
Agreed. I've just updated the FAQ with various DS9 questions. If I missed any, please feel free to let me know.

Andrew
superman829 13426473

Andrew Parks wrote:

Agreed. I've just updated the FAQ with various DS9 questions. If I missed any, please feel free to let me know.
Andrew


Andrew, in my book you hold the record for being the most accessible, in-touch designer on BGG. You are the man.

In fact, I am so convinced of your you-are-the-man-ness, that if you ever find yourself here in Memphis, I'll buy you a barbecue dinner.
Andrew Parks 13426484
Thanks for the invite, Louis! I'm a fan of BBQ, so maybe I'll just take you up on that offer one day. cool
H00D4M4N 13431849

Andrew Parks wrote:

delta_angelfire wrote:

Do Muon tokens stack for additional damage? And do you remove 1 or all Muon tokens when you take an action to remove them?

Muon Reference: A Muon Token stays with a ship until it is removed.During the Activation Phase after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of maneuver does not matter, just the number.After the ship performs a Green or White Maneuver, it can spend an Action to remove the Muon Token.


Thanks for quoting, Will!

Yes, if you are running multiple Science Vessels and have used them to fire off multiple Muon Tokens against the same ship, then their effects do stack. Each Action only removes 1 of them.

Andrew


Isn't that a bit broken, though?
jonnyd76 13431986

H00D4M4N wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Do Muon tokens stack for additional damage? And do you remove 1 or all Muon tokens when you take an action to remove them?

Muon Reference: A Muon Token stays with a ship until it is removed.During the Activation Phase after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of maneuver does not matter, just the number.After the ship performs a Green or White Maneuver, it can spend an Action to remove the Muon Token.


Thanks for quoting, Will!

Yes, if you are running multiple Science Vessels and have used them to fire off multiple Muon Tokens against the same ship, then their effects do stack. Each Action only removes 1 of them.

Andrew


Isn't that a bit broken, though?


It seems like it would be, but I just can't see it. If I was staring down 6 science vessels each with Muon tokens, when it looks like they're close to in range I'd be doing 1 maneuvers only (damage is maneuver number minus 1 to the hull) and be VERY spread out. The Muon token can only be attached to a ship once.

But I'm sure this will catch someone off guard right before a 4 maneuver...
Kengi 13435749
I sent this to Andrew via a PM, and he suggested I post it publicly. I'm also looking for other input from players, so this works out for me.
[q=Kengi]According to the rules for the first months' event, the Krayton ships are to be "...awarded to the First (Admiral) and Red Shirt (Fellowship) players."
I know the First (Admiral) player is the person who does the best overall. Who is the Red Shirt (Fellowship) player? I see nothing else noted for either of those terms in the rules."

And Andrew said:
[q=Andrew Parks]It is up to the discretion of the TO. Often it is seen as a sportsmanship award, or perhaps a reward for the most thematic or creative build, etc.
So here are the ideas I've come up with so far. What I'm considering, to make it less possible to game, is to randomly determine at the end of each event which method we'll have count.

1) Second place
2) Last place
3) Best thematic build (Popular hidden vote)
4) Best sportsmanship (Popular hidden vote)
5) Random player

I'm open to arguments against these, as well as other ideas.

Thank you, Andrew, for your quick response.
traitorarmor 13435919

Kengi wrote:


[q=Andrew Parks]It is up to the discretion of the TO. Often it is seen as a sportsmanship award, or perhaps a reward for the most thematic or creative build, etc.

So here are the ideas I've come up with so far. What I'm considering, to make it less possible to game, is to randomly determine at the end of each event which method we'll have count.

1) Second place
2) Last place
3) Best thematic build (Popular hidden vote)
4) Best sportsmanship (Popular hidden vote)
5) Random player

I'm open to arguments against these, as well as other ideas.

Thank you, Andrew, for your quick response.


How does one 'game' sportsmanship?

By being nice and courtious to all fellow players, making new players feel welcome and then when you have the prize in your hand, and only then, become an ass-hat? laugh

But you can award it based on whatever you think would work for your locals.
Kengi 13436025

traitorarmor wrote:

Kengi wrote:


[q=Andrew Parks]It is up to the discretion of the TO. Often it is seen as a sportsmanship award, or perhaps a reward for the most thematic or creative build, etc.

So here are the ideas I've come up with so far. What I'm considering, to make it less possible to game, is to randomly determine at the end of each event which method we'll have count.

1) Second place
2) Last place
3) Best thematic build (Popular hidden vote)
4) Best sportsmanship (Popular hidden vote)
5) Random player

I'm open to arguments against these, as well as other ideas.

Thank you, Andrew, for your quick response.


How does one 'game' sportsmanship?

By being nice and courtious to all fellow players, making new players feel welcome and then when you have the prize in your hand, and only then, become an ass-hat? laugh

But you can award it based on whatever you think would work for your locals.


You can game it by bribing other players. Not saying it's likely, but I've seen worse happen at conventions. Maybe I should have Ass-hat be an option...
traitorarmor 13436064

Kengi wrote:


You can game it by bribing other players. Not saying it's likely, but I've seen worse happen at conventions. Maybe I should have Ass-hat be an option...


Ha!

Oh you're talking about something like voting for fellowship. Gotcha. That's one of the reasons, when I fill in for Heroclix events, I don't do voting.
il postino 13438073
If the Breen Energy Dissapator hits your ship, do you still get to roll your defense on the second attack? The wording seems to say yes as far as me & a friend can see, but when comparing it to what was seen in the show, it seems it shouldn't work.
agashamirv 13439220
I used to run Mechwarrior events for WK. We always used sportsmanship for the prize. In fact I use it for any tourney I run.

I think it's the best idea that telling people being nice wins you things.

Lets say you want to bribe everyone. If they are also in the running for the prize, how much will it cost you to bribe everyone else to vote for you? More than the prize, so that doesn't seem like a good plan.

As the TO, you should be watching the games. You should know who the best sports are, and if a jerk is winning that prize, you'll know the fix is on.

In the dozens of events I ran, it never happened, and the prize kept jumping around to various players.

It created a friendly competitive atmosphere that people came back to week after week.
Kengi 13439803

agashamirv wrote:

I used to run Mechwarrior events for WK. We always used sportsmanship for the prize. In fact I use it for any tourney I run.

I think it's the best idea that telling people being nice wins you things.

Lets say you want to bribe everyone. If they are also in the running for the prize, how much will it cost you to bribe everyone else to vote for you? More than the prize, so that doesn't seem like a good plan.

As the TO, you should be watching the games. You should know who the best sports are, and if a jerk is winning that prize, you'll know the fix is on.

In the dozens of events I ran, it never happened, and the prize kept jumping around to various players.

It created a friendly competitive atmosphere that people came back to week after week.


Well said, Scott. As I said, I'm open to ideas.
delta_angelfire 13439924

Lorddrakal wrote:

Hi Andrew

I have a question with this two cards:

Upgrade - Engage:
If you performed a Green Maneuver this round, you may inmediatly perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token beside your ship.

Ship - Valdore:
If you perform a Green Maneuver, add +1 attack die for the remainder of this round.


It´s means that Valdore have a +2 attack because for two green maneuvers?

Thanks
Lorddrakal


Andrew Parks wrote:



The Valdore's text only checks to see if you've performed a Green Maneuver at least once. It would not trigger twice if you performed two Green Maneuvers.

Andrew


(reference: page 3 of this thread. Man this thread is getting long)
csimian 13440893
If I have Advanced Weapon System on a cloaked ship that has the Breen Energy Disruptor upgrade; does the AWS prevent turning the cloak token to red for the Energy Disruptor AND the free attack the Energy Disruptor provides (given it hits)?
jonocop 13441615
Re: 'Action' upgrade cards (specifically Counter Attack).

Do you have to declare these as actions in lieu of taking another action? For example: instead of taking an evade token would I declare that I am activating my Counter Attack card and thus if I was attacked later on I would be able to use it? This seems a bit clunky...and more importantly it would mean that you would not attach this card to a low initiative captain because you'd never get a chance to activate it before all your enemies attacked.

Or am I reading too much into this and a card like Counter Attack simply allows you to respond to an attack whenever that occurs and you can take a regular action without committing to the card?
Magentawolf 13441712

jonocop wrote:

Re: 'Action' upgrade cards.

Do you have to declare these as actions in lieu of taking another action? For example: instead of taking an evade token would I declare that I am activating my Counter Attack card and thus if I was attacked later on I would be able to use it? This seems a bit clunky...and more importantly it would mean that you would not attach this card to a low initiative captain because you'd never get a chance to activate it before all your enemies attacked.

Or am I reading too much into this and a card like Counter Attack simply allows you to respond to an attack whenever that occurs and you can take a regular action without committing to the card?


If a card says Action:, then you must spend an actual action in order to use the effect.
jonocop 13441803

Magentawolf wrote:

jonocop wrote:

Re: 'Action' upgrade cards.

Do you have to declare these as actions in lieu of taking another action? For example: instead of taking an evade token would I declare that I am activating my Counter Attack card and thus if I was attacked later on I would be able to use it? This seems a bit clunky...and more importantly it would mean that you would not attach this card to a low initiative captain because you'd never get a chance to activate it before all your enemies attacked.

Or am I reading too much into this and a card like Counter Attack simply allows you to respond to an attack whenever that occurs and you can take a regular action without committing to the card?


If a card says Action:, then you must spend an actual action in order to use the effect.


But how does that work with Counter Attack? I'm actually looking for guidance on the process for different captain initiative ratings?
traitorarmor 13442068

jonocop wrote:

But how does that work with Counter Attack? I'm actually looking for guidance on the process for different captain initiative ratings?


Maybe an example of play might help.

`````````````````````````````````````



USS Enterprise, Captain Skill 9 Kirk moves ahead 2.
Action: Counter Attack (from one of Kirks 2 Elite talent cards)

====== End of Activation Phase =====

======= Combat Phase Starts =========

USS Enterprise, Captain Skill 9 Kirk attacks the Reliant at range 2.

The USS Reliant, Captain Skill 8 Khan (non-promo) attacks the USS Enterprise at range 2.

IF the result is at least 1 hit (hull or shields, it doesn't matter) and does not destroy the Enterprise, the Enterprise/Kirk may choose to Counter Attack.


The Federation Starship (Miranda Class), Captain skill 2 Terrell will also attack the Enterprise at range 2.

If Counter Attack has not already been used by the Enterprise(you can only do it once, as per Andrew) and the attack qualifies (meaning a hit, with the Enterprise still being around) then it may be used at this point.




````````````````````````````````````

Is that any help?
jonocop 13442140

traitorarmor wrote:

jonocop wrote:

But how does that work with Counter Attack? I'm actually looking for guidance on the process for different captain initiative ratings?


Maybe an example of play might help.

`````````````````````````````````````



USS Enterprise, Captain Skill 9 Kirk moves ahead 2.
Action: Counter Attack (from one of Kirks 2 Elite talent cards)

====== End of Activation Phase =====

======= Combat Phase Starts =========

USS Enterprise, Captain Skill 9 Kirk attacks the Reliant at range 2.

The USS Reliant, Captain Skill 8 Khan (non-promo) attacks the USS Enterprise at range 2.

IF the result is at least 1 hit (hull or shields, it doesn't matter) and does not destroy the Enterprise, the Enterprise/Kirk may choose to Counter Attack.


The Federation Starship (Miranda Class), Captain skill 2 Terrell will also attack the Enterprise at range 2.

If Counter Attack has not already been used by the Enterprise(you can only do it once, as per Andrew) and the attack qualifies (meaning a hit, with the Enterprise still being around) then it may be used at this point.




````````````````````````````````````

Is that any help?


That does help...thank you! So it essentially means that Counter Attack is really only valuable with higher initiative captains as I would have a better idea of where everyone is (and thus determining if counter attack may be necessary)...as opposed to guesstimating with a low initiative captain.
SteRT 13442223
But how does that work with Counter Attack? I'm actually looking for guidance on the process for different captain initiative ratings?


During your activation phase your ship moves at the appropriate time based on your captains skill. Once moved you declare counter-attack as your action for that turn.

Once all ships have moved and taken their actions play moves on to the combat phase starting with the highest ranked captain and working down to the lowest ranked.

This round if you are attacked you will get an immediate FREE attack back unless your ship was destroyed. Regardless as to whether you have already attacked or not.

Basically it is a deterrent to try prevent someone from picking on a specific ship and a punishment if they do.

Consider the case of Toreth on a Valdore with counter attack who is unfortunately facing both Picard and Kirk.

Without counter-attack it is likely that two attacks from captains with a higher skill would destroy the Valdore before it was Toreths turn to attack.

However because Toreth activated Counter Attack as her action she can immediately attack back for free if the first attack doesn't kill her.

If she is then lucky enough to survive the second attack she will be alive to attack when her own turn comes.

Edit: Ninja'd by the previous post but at least I used a different example.
traitorarmor 13442339

jonocop wrote:

That does help...thank you! So it essentially means that Counter Attack is really only valuable with higher initiative captains as I would have a better idea of where everyone is (and thus determining if counter attack may be necessary)...as opposed to guesstimating with a low initiative captain.


I don't think so.

It's easier to activate the action as a lower Captain skill (as you have a better idea when planning your move to ensure you get an action)......where a higher Captain Skill tends to have alot of things change by the time it comes to move for them.

I do think it is far more valuable when you are presenting less targets to your enemy to choose from.............if only your Enterprise D is in range of his 3 ships there is probably a good chance that they will all be attacking you..............now if you have the Enterprise D and the Reliant both as attack options this turn and you've activated Counter Attack on the Enterprise D.....I would suspect that the Reliant might be in for a rough turn.

But yes, the higher Captain Skill ships will have a better idea of how the Combat Phase will look when it comes to choosing their action.
gingerbear 13442521
Can I trigger Montgomery Scott's ability if your on a cloaked vessel with disabled shields?

"ACTION: Disable 2 of your Shields in order to gain +2 attack dice this round. -OR- Repair 1 Shield Token and reduce your total attack dice by 2 this round."

Thanks
traitorarmor 13442599

gingerbear wrote:

Can I trigger Montgomery Scott's ability if your on a cloaked vessel with disabled shields?

"ACTION: Disable 2 of your Shields in order to gain +2 attack dice this round. -OR- Repair 1 Shield Token and reduce your total attack dice by 2 this round."

Thanks


For this situation, where your shields are already disabled.......no you can't use his fist option. You could use his second though.

And since I've seen this pop up elsewhere.......

If you had access to multiple actions(like Martok helping out) and activate Scotties first option and then Cloak (provided you have at least 1 active shield to deactivate) you can do that.
gingerbear 13442956
Thank you for the clarification. I'm trying to figure out how I can blast through Romulan defenses and I need more attack dice This could work like you say if I do the order correctly but could bite me in the but if Martok is disabled or worse.

Thanks again.
jonocop 13443140
Thanks to everyone who gave me their input on the Counter Attack card.
Andrew Parks 13445327

il postino wrote:

If the Breen Energy Dissapator hits your ship, do you still get to roll your defense on the second attack? The wording seems to say yes as far as me & a friend can see, but when comparing it to what was seen in the show, it seems it shouldn't work.


Yes, you still get to roll defense dice while you have an Energy Dampening Token.
Andrew Parks 13445625

csimian wrote:

If I have Advanced Weapon System on a cloaked ship that has the Breen Energy Disruptor upgrade; does the AWS prevent turning the cloak token to red for the Energy Disruptor AND the free attack the Energy Disruptor provides (given it hits)?


This is a prime example of "please quote the text for both cards."
Andrew Parks 13446245

csimian wrote:

If I have Advanced Weapon System on a cloaked ship that has the Breen Energy Disruptor upgrade; does the AWS prevent turning the cloak token to red for the Energy Disruptor AND the free attack the Energy Disruptor provides (given it hits)?


Okay, I took a closer look at this after I got home. The answer is "no," the Advanced Weapon System could not keep you cloaked when firing two different weapons during the same turn. You would need two Advanced Weapon Systems on board in order for this to work.

Andrew
macgowan 13450703
Projected Stasis Field:
ACTION: If your ship is not cloaked, disable all of your remaining Shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round.

Q: If my shields are gone, can I still do this? I don't think so, but wanted to check.
traitorarmor 13450960
:Stephen Rochelle has the correct answer:
FortuneFavorTheBold 13450973
If the IRW Khazara initiates an attack while cloaked on a turn where it uses Counter Attack to attack twice that round, do you receive a buff for both attacks or only the first attack? The Khazara's text says "If you initiate an attack while cloaked, add +1 attack die."

Since there is no "this round" addendum to the end of the text I tend to think both attacks would receive the buff, but figured it was worth asking. While the cloak applies to the End Phase, one could argue the de-cloaking state is not considered to qualify for the Khazara's ability.
lomn 13453038

traitorarmor wrote:

macgowan wrote:

Q: If my shields are gone, can I still do this? I don't think so, but wanted to check.


No, you can't use an ability or upgrade (in this case a Tech) that requires you to disable your shields (either a specific #, or 'all remaining shields' which is at least 1) if you have no active shields to deactivate.

'I just can't do it captain, I don't have the power!'

So you're correct.
incorrect, per page 19. disable all effects are legal even with no shield tokens remaining. Stasis field can be used in this situation.

Edit: note, though, that cloaking is a specific exception that does require at least one token, per its rules section.
Jaels 13453108
In the Dominion War Month 1 event, do the mines count as an obstacle (creating obstructed fire)? Also, if a ship ends it move on a mine, will it trigger the mine again moving out on the next turn?
Kengi 13453374

Jaels wrote:

In the Dominion War Month 1 event, do the mines count as an obstacle (creating obstructed fire)? Also, if a ship ends it move on a mine, will it trigger the mine again moving out on the next turn?

From the Month 1 event rules:

Rules wrote:

In all other respects, the Self-replicating Minefield Tokens are treated as Obstacles (see pg 22 of the Full Rules of Play).


As for when the mines will go off:

Rules wrote:

A ship whose base or Maneuver Template overlaps a Self-Replicating Minefield Token must roll 1 attack die.

I'd say that if the mines are under the Maneuver Template, then they go off again. Try to get through as quickly as you can!
Andrew Parks 13457377

FortuneFavorTheBold wrote:

If the IRW Khazara initiates an attack while cloaked on a turn where it uses Counter Attack to attack twice that round, do you receive a buff for both attacks or only the first attack? The Khazara's text says "If you initiate an attack while cloaked, add +1 attack die."

Since there is no "this round" addendum to the end of the text I tend to think both attacks would receive the buff, but figured it was worth asking. While the cloak applies to the End Phase, one could argue the de-cloaking state is not considered to qualify for the Khazara's ability.


Yes, you would get the +1 for both attacks. Even when your Cloak Token is red, you are considered Cloaked until the end of the round.
Andrew Parks 13457389

Jaels wrote:

In the Dominion War Month 1 event, do the mines count as an obstacle (creating obstructed fire)? Also, if a ship ends it move on a mine, will it trigger the mine again moving out on the next turn?


The Self-replicating Mines do count as an obstacle, except that they do their special damage instead of the normal obstacle damage.

As per the normal obstacle rules, you do NOT roll damage when moving off of an obstacle on the following turn.
Kusig 13457458
Can you receive an aux token while you have one already?
Andrew Parks 13457518

Kusig wrote:

Can you receive an aux token while you have one already?


Yes.
SteRT 13457702
On one of the other threads mention was made of using the "Superior Intellect" elite ability to target their own defiant to steal the cloaking device.

I know you can't attack your own ships as the rules specify enemy ship in the combat section.

But can you target your own ships with upgrades in this way?

Superior Intellect text:

Action: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 face up Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restrictions

agashamirv 13457751
Can you use the resource die for the first month, or do you only get it after the tourney?
fredcvbgt 13457802
Does this wording of the Defiant's "Cloaking Device",

Instead of performing a normal Action, you may disable this card to perform the [CLOAK] Action. While you have a [CLOAK] Token beside your ship, you may perform the [SENSOR ECHO] Action even if this card is disabled,

allow the Constitutional Class Enterprise with the ability,

The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token,

to Action the [CLOAK] and / or [SENSOR ECHO] action even when it has an Auxiliary Power token? (Giving that Enterprise was able to steal the "Cloaking Device" upgrade previously with "Superior Intellect" Talent)
agashamirv 13457850

agashamirv wrote:

Can you use the resource die for the first month, or do you only get it after the tourney?


Never mind, I see in the OP rules they're handed out after the event.
fredcvbgt 13458022

agashamirv wrote:

agashamirv wrote:

Can you use the resource die for the first month, or do you only get it after the tourney?


Never mind, I see in the OP rules they're handed out after the event.


Still a valid question, I attended one OP1 event but I'm playing to attend another OP1. Can I use the resource die / ship / cards that I won from the for OP1 at another OP1?
macgowan 13458331
If I reroll an attack with Worf, can I then use Battlestations?
I assume so, since I'm not rerolling the dice.
Andrew Parks 13458944

macgowan wrote:

If I reroll an attack with Worf, can I then use Battlestations?
I assume so, since I'm not rerolling the dice.


Yes.
lomn 13460413

fredcvbgt wrote:

agashamirv wrote:

agashamirv wrote:

Can you use the resource die for the first month, or do you only get it after the tourney?


Never mind, I see in the OP rules they're handed out after the event.


Still a valid question, I attended one OP1 event but I'm playing to attend another OP1. Can I use the resource die / ship / cards that I won from the for OP1 at another OP1?
Both of these questions are more likely to be at the discretion of the TO rather than an official ruling here.

Our TO elected to pass out the Elite Die resources prior to the tournament so that people could use it if desired. Some TOs might prohibit any use of that resource during the first month to ensure an even footing. Either way, contact your TO to find out what the correct answer for your event is.
wrabbit37 13460482
Can Mirok, the Romulan Captain, repair a critical hit to your ship? If his ship gets a Warp Core Breach, for example, can he repair that without using the Action listed?
Magentawolf 13460935

fredcvbgt wrote:

Does this wording of the Defiant's "Cloaking Device",

Instead of performing a normal Action, you may disable this card to perform the [CLOAK] Action. While you have a [CLOAK] Token beside your ship, you may perform the [SENSOR ECHO] Action even if this card is disabled,

allow the Constitutional Class Enterprise with the ability,

The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token,

to Action the [CLOAK] and / or [SENSOR ECHO] action even when it has an Auxiliary Power token? (Giving that Enterprise was able to steal the "Cloaking Device" upgrade previously with "Superior Intellect" Talent)


The 'Cloak' and 'Sensor Echo' abilities are not listed on the Enterprise's Action Bar, so they do not get the benefit of the ships' ability.
FortuneFavorTheBold 13462254

Andrew Parks wrote:

Yes, you would get the +1 for both attacks. Even when your Cloak Token is red, you are considered Cloaked until the end of the round.


Thanks! Another question that occurred to me: Earlier you had noted the use of Counter Attack by the Kraxon was valid if its ship ability was invoked to take damage onto its shields for a ship being attacked at Range 1. If the Kraxon does not have enough shields to completely absorb the damage, or chooses not to take all of it onto its shields, can the remaining damage to the original target ship trigger Counter Attack for that ship as well, provided both ships took an action that round to use Counter Attack? In what order are the two attacks resolved, if this is possible?

Kraxon: "Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible."

Counter Attack: "Action: If your ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."
Jaels 13462851
In the Dominion War Month 1 event, when exactly do you take control of the station if you beam people on board? For the next attack phase (so if a player beam in alone, he can fire right away), or only at the beginning of the next turn?
jonnyd76 13463277

Jaels wrote:

In the Dominion War Month 1 event, when exactly do you take control of the station if you beam people on board? For the next attack phase (so if a player beam in alone, he can fire right away), or only at the beginning of the next turn?


I've seen this played where they have control for the current attack phase, right after beaming over. And it fired in order of captain skill, so if you took it over with Picard odds are you're firing first!

I have no idea what happens when both parties are on the station though, because they fight at the end of the turn.
Andrew Parks 13464684

wrabbit37 wrote:

Can Mirok, the Romulan Captain, repair a critical hit to your ship? If his ship gets a Warp Core Breach, for example, can he repair that without using the Action listed?


Yes and yes.
Andrew Parks 13464697

FortuneFavorTheBold wrote:

Andrew Parks wrote:

Yes, you would get the +1 for both attacks. Even when your Cloak Token is red, you are considered Cloaked until the end of the round.


Thanks! Another question that occurred to me: Earlier you had noted the use of Counter Attack by the Kraxon was valid if its ship ability was invoked to take damage onto its shields for a ship being attacked at Range 1. If the Kraxon does not have enough shields to completely absorb the damage, or chooses not to take all of it onto its shields, can the remaining damage to the original target ship trigger Counter Attack for that ship as well, provided both ships took an action that round to use Counter Attack? In what order are the two attacks resolved, if this is possible?

Kraxon: "Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible."

Counter Attack: "Action: If your ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."


Correct, if both ships have Counter Attack, they can both trigger its text in this instance.
Andrew Parks 13464706

Jaels wrote:

In the Dominion War Month 1 event, when exactly do you take control of the station if you beam people on board? For the next attack phase (so if a player beam in alone, he can fire right away), or only at the beginning of the next turn?


You take control immediately and can fire during that Combat Phase, assuming other players haven't also beamed folks aboard.
Kengi 13464994
Got to play our first game with custom ships and armies today, and wanted to check two things.

1) I was using Khan and my opponent had Martok, both as 8's in terms of Captain Skill. He also had Gowron (6) and I had Picard (9).

For Activation phase, the order would be Gowron (6), Martok (8), Khan (8), and Picard (9), right?
For Combat phase, the order would be Picard (9), Martok (8), Khan (8), and Gowron (6), right?

2) Khan got killed by Martok, but Khan gets a chance to fire as he is an equal Captain Skill and therefore doesn't immediately die, right?

We had a great time today and I can't wait to run the local event next week!
Andrew Parks 13465537

Kengi wrote:

Got to play our first game with custom ships and armies today, and wanted to check two things.

1) I was using Khan and my opponent had Martok, both as 8's in terms of Captain Skill. He also had Gowron (6) and I had Picard (9).

For Activation phase, the order would be Gowron (6), Martok (8), Khan (8), and Picard (9), right?
For Combat phase, the order would be Picard (9), Martok (8), Khan (8), and Gowron (6), right?

2) Khan got killed by Martok, but Khan gets a chance to fire as he is an equal Captain Skill and therefore doesn't immediately die, right?

We had a great time today and I can't wait to run the local event next week!


Yes and yes.

Glad to hear you had fun!

Andrew
csimian 13465763
For OP events is only one Damage Card Deck used, or does each player use their own?
adorablerocket 13465974
Ok Andrew, rather nitpicky and complicated question about fleet points and squad builds in the OP events.

I built a squad that "cost" me 100 SP by using Pike to make 3 cards 1 point cheaper, so even though it was legal for the build, the SP value showing on the cards was actually 103.

I ended up killing one of my opponent's ships, and he ended up killing one of mine (the ship that Pike had been on when he started, but before he beamed over with one additional crew to DS9). At the time they were destroyed both ships were 23 points of SP on the cards, but the ship and remaining upgrades I lost had contributed only 21 points of cost to my build.

Did we tie? If we tied, would it have been a tie if Pike had stayed on the ship and an equal number of other crew points had beamed off? Or did I actually score more fleet points?

The rules say:
Fleet Points are equal to the current month's maximum Fleet Build number MINUS the number of SP left in your opponent's surviving fleet.


I think that means my surviving fleet was 79, and his was 77, which I believe means I actually scored more fleet points.

I'm asking purely for future reference, since last night in the rush of the moment I didn't even remember that Pike had changed the values so we just compared the destroyed SP value as a faster proxy to comparing the remaining SP value. Thanks!
drscottkelly 13466518
You use the points from your build sheet. So for instance, if you had Data on your crew, you would use 2 (3 - 1 for Pike), not his listed 3.
Andrew Parks 13466578
Scott is correct. It is the points that you actually spent that count.
zwillia3 13469780
When using rikers ability does the person need to be in your forward firing arc to be attacked? Also, can the enterprise d fire it's primary weapons using its back arc?
Magius 13470162
From what I recall in the rules discussions for these, Riker's ability only functions against the first attack against him, but it hits in any direction. As for the second: The Enterprise D's ability allows it to fire its Primary weapon in a 360 degree arc at range 2 by 'paying' one attack die. However, it only gets the full 4 attack die from the 90 degree front arc. The rear arcs on the Galaxy Class and Miranda Class are there to note that they can fire any equipped Photon Torpedoes from there (an ability that the other ships, at the moment, lack) rather than being restricted to the ships forward firing arc.
zwillia3 13470433
And one final question, when using cheat death does the ship come back with any shields? I have always assumed no but from hearing game stories on forums some people are playing that it comes back with full shields.
dc0nklin 13470475

Andrew Parks wrote:

Kengi wrote:

Got to play our first game with custom ships and armies today, and wanted to check two things.

1) I was using Khan and my opponent had Martok, both as 8's in terms of Captain Skill. He also had Gowron (6) and I had Picard (9).

For Activation phase, the order would be Gowron (6), Martok (8), Khan (8), and Picard (9), right?
For Combat phase, the order would be Picard (9), Martok (8), Khan (8), and Gowron (6), right?

2) Khan got killed by Martok, but Khan gets a chance to fire as he is an equal Captain Skill and therefore doesn't immediately die, right?

We had a great time today and I can't wait to run the local event next week!


Yes and yes.

Glad to hear you had fun!

Andrew


This came up last night at our event and everyone was confused. Lots of people thought having initiative in the Activation phase meant you go after the other tied ship (ie, thinking that is a better result).

Likewise, many assumed that order in the Combat phase must be reverse order of the Activation phase (ie, again, the "better" outcome of determining initiative is different in the two phases).

I have to admit that the nuances of Initiative in Star Trek are harder to keep track of in ST:AW than in X-wing. Anyone up for making a flow-chart cheat sheet for reference?
Magius 13470542

zwillia3 wrote:

And one final question, when using cheat death does the ship come back with any shields? I have always assumed no but from hearing game stories on forums some people are playing that it comes back with full shields.


No. All Cheat Death does is remove Hull damage until the ship has 1 hull remaining. It does nothing to restore shields on its own.
Bwian 13473061

dc0nklin wrote:

I have to admit that the nuances of Initiative in Star Trek are harder to keep track of in ST:AW than in X-wing. Anyone up for making a flow-chart cheat sheet for reference?

I think the initiative rules are exactly the same as X-Wing, it's just that all the factions and captain/ship combinations complicate things.

I would definitely use a whiteboard for a particular game, if it was confusing people, but I'm not sure a generalized flowchart would be all that helpful. Too many corner cases that don't come up often.
Ender02 13480498
I already know the answer to this, but I get tired of answering it every game so I would like to see it added to the official FAQ.


The Valdore's special ability reads;
"If you perform a Green Maneuver, add +1 attack die for the remainder of this round"

If it makes 2 separate green maneuvers (1 normal move, and one through another game effect like "In'Cha" or "Engage") does it get the +1 attack from each maneuver, or just the first?
Ender02 13480553

zwillia3 wrote:

When using rikers ability does the person need to be in your forward firing arc to be attacked? Also, can the enterprise d fire it's primary weapons using its back arc?


Someone else answered, but to add a little more, the 4 die primary attack can only be used in the forward arc, but the Enterprise-D's special ability to fire 360' at Range 1-2 with 3 dice is also considered a Primary attack (and thus gets the +1 die for Range 1).

So to answer your question, yes you can fire your "primary" weapon backwards on the Enterprise-D, just not the 4 die version.
RichJones 13482416
Hi
Can you drop your shields out of your activation phase - question comes up when someone wants t0 pass tribbles over to another of their ships but which has shields up. Can they choose to drop the other ships shields at the point of sending tribbles?

Cheers
eisenmerc 13483467
Hits vs Crits.

Certian cards will say "For every Hit/Damage result you roll, do something" Examples being the Neg'var ability, tractor beam, and DS9 away team battles, all require hit results.

The question: Is a critical hit result (or the double hit from the elite attack die) able to activate these abilities? As written the cards are looking for a very specific result? but it seems kind of silly if I roll a bunch of crits and nothing happens
JustinKase 13483487
For the dropping shields question, there is another thread going:

http://boardgamegeek.com/thread/1035048/transporter-cards-an...

Long story short, you can't voluntarily drop your shields unless a card/action specifies it. However, when you decloak, you can choose not to reenable the shields.

delta_angelfire 13484012
For DS9/Abandoned Space Station - When equipping secondary wearpons, can they fire out of the stations main 360 degree arc, or just from the pylons?

Also, for the pylon weapons, do we also measure from the edge of the token to determine range, or do we measure from somewhere else (like the point of origin on the firing arc graphic)?
Mordaenor 13484891
When performing a Green Maneuver, is the Auxiliary Token removed immediately? Or in other words, can I perform an Action on the same turn I remove the token?
davedujour 13484952
In the OP Month 2 event, how does Corbomite Maneuver interact with the Orbital Weapons Platforms? If I play Corbomite Maneuver and am the closest ship to a OWP, will the OWP attack the next nearest ship that round, or simply attack no one?
Andrew Parks 13486541

Ender02 wrote:

I already know the answer to this, but I get tired of answering it every game so I would like to see it added to the official FAQ.


The Valdore's special ability reads;
"If you perform a Green Maneuver, add +1 attack die for the remainder of this round"

If it makes 2 separate green maneuvers (1 normal move, and one through another game effect like "In'Cha" or "Engage") does it get the +1 attack from each maneuver, or just the first?


Thanks, I've added this to the new FAQ.
Andrew Parks 13486590

JustinKase wrote:

For the dropping shields question, there is another thread going:

http://boardgamegeek.com/thread/1035048/transporter-cards-an...

Long story short, you can't voluntarily drop your shields unless a card/action specifies it. However, when you decloak, you can choose not to reenable the shields.



Thanks. Added to the FAQ.
Andrew Parks 13486639

delta_angelfire wrote:

For DS9/Abandoned Space Station - When equipping secondary wearpons, can they fire out of the stations main 360 degree arc, or just from the pylons?

Also, for the pylon weapons, do we also measure from the edge of the token to determine range, or do we measure from somewhere else (like the point of origin on the firing arc graphic)?


Secondary Weapons only fire from the Pylons. (Added to the FAQ)

Measure all fire from the edge of the DS9 token.

Andrew
Andrew Parks 13486657

Mordaenor wrote:

When performing a Green Maneuver, is the Auxiliary Token removed immediately? Or in other words, can I perform an Action on the same turn I remove the token?


Yes and yes.
Andrew Parks 13486813

davedujour wrote:

In the OP Month 2 event, how does Corbomite Maneuver interact with the Orbital Weapons Platforms? If I play Corbomite Maneuver and am the closest ship to a OWP, will the OWP attack the next nearest ship that round, or simply attack no one?


It will attack no one. The OWP is still searching its internal databases for any entries on "Corbomite".....

Andrew
Mordaenor 13487601
Counter Attack Reads
"Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed. "

What if there are multiple ships in front of me, and they all hit?

delta_angelfire 13490231

Mordaenor wrote:

Counter Attack Reads
"Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed. "

What if there are multiple ships in front of me, and they all hit?


this is answered in the very first post of this thread. Counter attack can only trigger once.
JustinKase 13490314
Much like Riker's ability, it will only work in retaliation of 1 of the attacks. You choose when to use it though. So, if enemy A hits you and you hold off, then B hits you it can be used against B.

Though I imagine this can backfire if you wait and the last ship misses.
Kusig 13494119
The resource command token for target lock says "You may target lock 1 enemy ship as a free action this round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time."
Am I able to use this to target a ship that has been cloaked for more than 1 turn?

Thanks,
John
adorablerocket 13494699

Kusig wrote:

The resource command token for target lock says "You may target lock 1 enemy ship as a free action this round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time."


Where did you get a picture of the new resource card? I'd love to see teh full text!
delta_angelfire 13495100

adorablerocket wrote:

Kusig wrote:

The resource command token for target lock says "You may target lock 1 enemy ship as a free action this round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time."


Where did you get a picture of the new resource card? I'd love to see teh full text!

there is an october op prize video up, check the general forum
https://www.youtube.com/watch?v=6rDF1LUyPcY
capnginger 13496280

Kusig wrote:

The resource command token for target lock says "You may target lock 1 enemy ship as a free action this round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time."
Am I able to use this to target a ship that has been cloaked for more than 1 turn?


I would assume that the answer is no, because I can't see any reason why the command token would break established cloaking rules this way. But Fleet Admiral Parks will correct me if I'm wrong.
Kusig 13496414
In most cases where a card and the rules don't agree the card wins. That's why I want clarification if they worded it wrong or not.
Mike Sisson 13498046
A question not yet released.

Attack Pattern Omega states if you damage your opponents hull with a that you may discard APO and search the damage deck for a Warp Core Breach card instead of random draw.

What happens if searching the damage deck does not reveal a Warp Core Breach as it (they? don't remember if there are one or two) has already been pulled? Is APO then wasted?

Kengi 13498090

Mike Sisson wrote:

A question not yet released.

Attack Pattern Omega states if you damage your opponents hull with a that you may discard APO and search the damage deck for a Warp Core Breach card instead of random draw.

What happens if searching the damage deck does not reveal a Warp Core Breach as it (they? don't remember if there are one or two) has already been pulled? Is APO then wasted?



For future reference, there are three in the deck, but very good question.
adorablerocket 13498811
Thanks!
Andrew Parks 13501124

Kusig wrote:

The resource command token for target lock says "You may target lock 1 enemy ship as a free action this round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time."
Am I able to use this to target a ship that has been cloaked for more than 1 turn?


No, in all respects not mentioned, the Command Token follows the same rules as normal Target Locks.
delta_angelfire 13502708
Data and Multiple Attacks

Data is worder in a very similar fashion to Montgomery Scott and All Forward Disruptor Banks. How does this interact with Multiple attacks? If I Use Data and Counter Attack in the same turn somehow, do I have to take his -2 attack dice off the first attack I make (whether it be my normal attack or the one from Counter Attack), or does it apply to all attacks this round? Can you apply this effect to some other effect that rolls attack dice like the Negh'var's ability?

Data
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.

Neghvar
Action: Target a ship within your firing arc at Range 1-2 and roll 3 attack dice. For each {damage} result disable 1 of that ship's Shields. If possible, you may play Klingon Boarding Party as a free action this turn.
Andrew Parks 13503129

delta_angelfire wrote:

Data and Multiple Attacks

Data is worder in a very similar fashion to Montgomery Scott and All Forward Disruptor Banks. How does this interact with Multiple attacks? If I Use Data and Counter Attack in the same turn somehow, do I have to take his -2 attack dice off the first attack I make (whether it be my normal attack or the one from Counter Attack), or does it apply to all attacks this round? Can you apply this effect to some other effect that rolls attack dice like the Negh'var's ability?

Data
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.

Neghvar
Action: Target a ship within your firing arc at Range 1-2 and roll 3 attack dice. For each {damage} result disable 1 of that ship's Shields. If possible, you may play Klingon Boarding Party as a free action this turn.


Similar to Scotty, you would reduce the first attack you made in the Combat Phase by 2 dice. If you are able to make more than one attack, then the second attack would not be reduced.

Data's penalty would not apply to special powers used during the Activation Phase, like that of the Negh'var.
eisenmerc 13505669

eisenmerc wrote:

Hits vs Crits.

Certian cards will say "For every Hit/Damage result you roll, do something" Examples being the Neg'var ability, tractor beam, and DS9 away team battles, all require hit results.

The question: Is a critical hit result (or the double hit from the elite attack die) able to activate these abilities? As written the cards are looking for a very specific result? but it seems kind of silly if I roll a bunch of crits and nothing happens


Any thoughts from anyone? Nothing I hate more then rolling a load of crits for no effect.
Mordaenor 13505911

eisenmerc wrote:

Hits vs Crits.

Certian cards will say "For every Hit/Damage result you roll, do something" Examples being the Neg'var ability, tractor beam, and DS9 away team battles, all require hit results.

The question: Is a critical hit result (or the double hit from the elite attack die) able to activate these abilities? As written the cards are looking for a very specific result? but it seems kind of silly if I roll a bunch of crits and nothing happens


I have always read that Critical Hits only count as such when they are dealing damage directly to the hull. For any other effect, they count exactly the same as regular Hits.

A Double Hit would, I imagine, always count as Two Hits.
Mordaenor 13507867

Andrew Parks wrote:

delta_angelfire wrote:

Data and Multiple Attacks

Data is worder in a very similar fashion to Montgomery Scott and All Forward Disruptor Banks. How does this interact with Multiple attacks? If I Use Data and Counter Attack in the same turn somehow, do I have to take his -2 attack dice off the first attack I make (whether it be my normal attack or the one from Counter Attack), or does it apply to all attacks this round? Can you apply this effect to some other effect that rolls attack dice like the Negh'var's ability?

Data
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.

Neghvar
Action: Target a ship within your firing arc at Range 1-2 and roll 3 attack dice. For each {damage} result disable 1 of that ship's Shields. If possible, you may play Klingon Boarding Party as a free action this turn.


Similar to Scotty, you would reduce the first attack you made in the Combat Phase by 2 dice. If you are able to make more than one attack, then the second attack would not be reduced.

Data's penalty would not apply to special powers used during the Activation Phase, like that of the Negh'var.


Wait... what? "This Round" doesn't mean through the end phase, just the first attack?
Andrew Parks 13509097

eisenmerc wrote:

eisenmerc wrote:

Hits vs Crits.

Certian cards will say "For every Hit/Damage result you roll, do something" Examples being the Neg'var ability, tractor beam, and DS9 away team battles, all require hit results.

The question: Is a critical hit result (or the double hit from the elite attack die) able to activate these abilities? As written the cards are looking for a very specific result? but it seems kind of silly if I roll a bunch of crits and nothing happens


Any thoughts from anyone? Nothing I hate more then rolling a load of crits for no effect.


If an effect (like that on the Negh'var or Tractor Beam) shows a specific icon, then only that icon triggers that effect.

Andrew
Andrew Parks 13509113

Mordaenor wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Data and Multiple Attacks

Data is worder in a very similar fashion to Montgomery Scott and All Forward Disruptor Banks. How does this interact with Multiple attacks? If I Use Data and Counter Attack in the same turn somehow, do I have to take his -2 attack dice off the first attack I make (whether it be my normal attack or the one from Counter Attack), or does it apply to all attacks this round? Can you apply this effect to some other effect that rolls attack dice like the Negh'var's ability?

Data
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.

Neghvar
Action: Target a ship within your firing arc at Range 1-2 and roll 3 attack dice. For each {damage} result disable 1 of that ship's Shields. If possible, you may play Klingon Boarding Party as a free action this turn.


Similar to Scotty, you would reduce the first attack you made in the Combat Phase by 2 dice. If you are able to make more than one attack, then the second attack would not be reduced.

Data's penalty would not apply to special powers used during the Activation Phase, like that of the Negh'var.


Wait... what? "This Round" doesn't mean through the end phase, just the first attack?


The term "this round" means it happens a limited number times during the round. Thus, Scotty does not +2 attack dice to each attack if his ship is firing the Ferengi Missiles, for example.

This is different than a continuous bonus like that on Donatra or Terrell, which do not use the term "this round".

Andrew
Mordaenor 13509242

Andrew Parks wrote:


The term "this round" means it happens a limited number times during the round. Thus, Scotty does not +2 attack dice to each attack if his ship is firing the Ferengi Missiles, for example.

This is different than a continuous bonus like that on Donatra or Terrell, which do not use the term "this round".

Andrew


OH! I get it. "+2/-2 to total attack dice for this round"... as in Total of ALL attack dice for the round. I get it now!

I am learning.
Magentawolf 13509341

Andrew Parks wrote:

Mordaenor wrote:



Wait... what? "This Round" doesn't mean through the end phase, just the first attack?


The term "this round" means it happens a limited number times during the round. Thus, Scotty does not +2 attack dice to each attack if his ship is firing the Ferengi Missiles, for example.

This is different than a continuous bonus like that on Donatra or Terrell, which do not use the term "this round".

Andrew


I understand the explanation, but it's another wording choice that I'm not a fan of. If an ability gives me a bonus for "this round", then I would naturally expect it to last the length of the round.

I would have been a lot happier with: "... for one attack during this round."

Or, "Gain +2 attack dice for use this round. You may split this bonus among multiple attacks."
profcommie 13509555
Is there one source to read the effects of the cards and their stats so I can decide which ships to buy? I am currently buying ships out of fandom for the ship designs and then putting them into my fleets but it would be nice to figure out which ones would be best for my fleets before I buy them.
Romulus Redux 13509632
Hello all!

OK, 2 questions..

1) Scotty's card reads:

Action: Disable 2 of your Shields in order to gain +2 attack dice this round.

OR


Repair 1 Shield token and reduce your total attack dice by 2 this round.


Now, my question is, with the spacing and the boldness of the "OR"; is the second half of the card an Action, or is it just an ability that he can do? In other words, are both abilities actions or not? The absence of the action header on the 2nd section makes me think it was by design.


2) Are there plans to compile all of this into an easily printable and easier to look through document?? 11 or 12 pages of posts are not super convenient to scan through.
Magentawolf 13510149

Romulus Redux wrote:

Hello all!

OK, 2 questions..

1) Scotty's card reads:

Action: Disable 2 of your Shields in order to gain +2 attack dice this round.

OR


Repair 1 Shield token and reduce your total attack dice by 2 this round.


Now, my question is, with the spacing and the boldness of the "OR"; is the second half of the card an Action, or is it just an ability that he can do? In other words, are both abilities actions or not? The absence of the action header on the 2nd section makes me think it was by design.


As an Action you may perform either the top ability, or the bottom ability. They are both part of Scotty's action.
davedujour 13510390

Romulus Redux wrote:

Hello all!

OK, 2 questions..

1) Scotty's card reads:

Action: Disable 2 of your Shields in order to gain +2 attack dice this round.

OR


Repair 1 Shield token and reduce your total attack dice by 2 this round.


Now, my question is, with the spacing and the boldness of the "OR"; is the second half of the card an Action, or is it just an ability that he can do? In other words, are both abilities actions or not? The absence of the action header on the 2nd section makes me think it was by design.


2) Are there plans to compile all of this into an easily printable and easier to look through document?? 11 or 12 pages of posts are not super convenient to scan through.


See the first post in this thread.
PredatorSmurf 13510641
I have a few questions.

The way I'm understand what has been ruled, and I am sorry if this has been questioned and answered already, when you role 2 less attack die after you use Data, this would only affect the ships first attack even though it says to reduce your total attack dice by 2 this round (Second attack granted by something like Counter Attack).


1. Would this affect crew upgrades like Sulu also? For instance, if my ship is attacked while Sulu is currently adding +2 agility, would the ship still benefit from the +2 agility if a second enemy ship attacks it that same round?

2. Is there a difference between the phrase "this round" and the phrase "for the rest of this round"



Counter Attack (Romulan/Starter)
Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.
Cost: 3

Data (Federation/Starter)
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.
Cost: 3

Hikaru Sulu (Federation/USS Enterprise Expansion)
ACTION: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert 1 (Battle Stations) result into a (Evade) result.
Cost: 3

Thanks for your help! :-)

traitorarmor 13511040
Hey Andrew, 3 4 questions about two of the elements that come with the
5th Wing Patrol Ship/Jem’Hadar Attack Ship and one that they made me think about stuff we have in hand, if that's cool.


1a) For Captain Weyoun

-------------------------------------------------
Weyoun (Dominion/5th Wing Patrol Ship Expansion)
Captain Skill: 6
Disable Weyoun to prevent 1 of your [Crew] Upgrades from being disabled or discarded this round.
Cost: 4
Elite Talent Upgrades: 0
-------------------------------------------------

Would his effect be usable to both protect from opponents targeting your crew and/or from your own effects that disable or discard your Crew?

Thinking specifically about Dr McCoy....

---------------
Leonard McCoy (Federation/USS Enterprise Expansion)
Discard McCoy to allow 1 of your (Crew) Upgrades to perform its Action as a free Action this round.
Cost: 3
--------------

Would he be able to activate (say Sulu) and then instead of being discarded use Weyoun's ability (disabling Weyoun in the process) and keeping Bones around?


1b) Would being disabled mean his ship is acting as Captain Skill 1 or Captain skill 6



2a) Tech - Suicide Attack

-------------------------
Suicide Attack (Dominion/5th Wing Patrol Ship Expansion)
Action: At the end of the Activation Phase, you must make a 1 [Straight] Maneuver and place an Auxiliary Power Token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.
Cost: 5
---------------------------

If the ship using this upgrade had a battle station token (thought normal Martok or a Command token or some such) would that be able to be used during this action?



2b) Is that the same answer for the Antimatter mines now that I'm thinking about it?
-------------------
Antimatter Mines (Federation/Starter)
Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
Cost: 5
---------------------

==============
Thanks Andrew!
==============
Andrew Parks 13511096

PredatorSmurf wrote:

I have a few questions.

The way I'm understand what has been ruled, and I am sorry if this has been questioned and answered already, when you role 2 less attack die after you use Data, this would only affect the ships first attack even though it says to reduce your total attack dice by 2 this round (Second attack granted by something like Counter Attack).


1. Would this affect crew upgrades like Sulu also? For instance, if my ship is attacked while Sulu is currently adding +2 agility, would the ship still benefit from the +2 agility if a second enemy ship attacks it that same round?

2. Is there a difference between the phrase "this round" and the phrase "for the rest of this round"



Counter Attack (Romulan/Starter)
Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.
Cost: 3

Data (Federation/Starter)
Action: Place 2 {EVASION] Tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an [EVASION] Action this round, even as a free Action.
Cost: 3

Hikaru Sulu (Federation/USS Enterprise Expansion)
ACTION: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert 1 (Battle Stations) result into a (Evade) result.
Cost: 3

Thanks for your help! :-)



Sulu is very different than Data/Scotty. Sulu adds 2 to your Agility Score. Data/Scotty are adding or subtracting dice during the round.
Chance Gardener 13511102
I've a question regarding the Month 2 OP event: if you are in range of an OPW but an asteroid is in the way, does if lose an attack die? Or is it unable to fire at all? Or if another ship is in range but farther out than you are,does it shoot that one if the OWP has a clear target line?
Andrew Parks 13511223

traitorarmor wrote:

Hey Andrew, 3 4 questions about two of the elements that come with the
5th Wing Patrol Ship/Jem’Hadar Attack Ship and one that they made me think about stuff we have in hand, if that's cool.


1a) For Captain Weyoun

-------------------------------------------------
Weyoun (Dominion/5th Wing Patrol Ship Expansion)
Captain Skill: 6
Disable Weyoun to prevent 1 of your [Crew] Upgrades from being disabled or discarded this round.
Cost: 4
Elite Talent Upgrades: 0
-------------------------------------------------

Would his effect be usable to both protect from opponents targeting your crew and/or from your own effects that disable or discard your Crew?

Thinking specifically about Dr McCoy....

---------------
Leonard McCoy (Federation/USS Enterprise Expansion)
Discard McCoy to allow 1 of your (Crew) Upgrades to perform its Action as a free Action this round.
Cost: 3
--------------

Would he be able to activate (say Sulu) and then instead of being discarded use Weyoun's ability (disabling Weyoun in the process) and keeping Bones around?


1b) Would being disabled mean his ship is acting as Captain Skill 1 or Captain skill 6



2a) Tech - Suicide Attack

-------------------------
Suicide Attack (Dominion/5th Wing Patrol Ship Expansion)
Action: At the end of the Activation Phase, you must make a 1 [Straight] Maneuver and place an Auxiliary Power Token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.
Cost: 5
---------------------------

If the ship using this upgrade had a battle station token (thought normal Martok or a Command token or some such) would that be able to be used during this action?



2b) Is that the same answer for the Antimatter mines now that I'm thinking about it?
-------------------
Antimatter Mines (Federation/Starter)
Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
Cost: 5
---------------------


1a) Yes.

1b) Captain Skill 1

2a) No => Battle Station Tokens are spent during the Combat Phase for a Primary or Secondary Weapon Attack.

2b) No => Antimatter Mines are a special attack. They do not follow the normal procedure for attacks and therefore there is no opportunity to spend Battle Stations / Target Lock / Evade Tokens.

Andrew
Andrew Parks 13511277

Chance Gardener wrote:

I've a question regarding the Month 2 OP event: if you are in range of an OPW but an asteroid is in the way, does if lose an attack die? Or is it unable to fire at all? Or if another ship is in range but farther out than you are,does it shoot that one if the OWP has a clear target line?


Use the normal rules for Obstacles. In this case, the defending ship would roll 1 extra defense die.
traitorarmor 13511337

Andrew Parks wrote:


1a) Yes.
Andrew


Thanks Andrew!

Hey Kobayashi Maru! I'm not done with you yet! devil
SaxCarr 13512108
Does the special ability of the Gor Poras (to not discard target locks) apply to the Energy Disrupter or only to "Torpedoes" ?
traitorarmor 13512144

SaxCarr wrote:

Does the special ability of the Gor Poras (to not discard target locks) apply to the Energy Disrupter or only to "Torpedoes" ?


I think that is a 'you should post the text' question......

------------------------------
Gor Portas (Breen Battle Class)/ Dominion Starship (Breen Battle Class)
A: 3
E: 2
H: 4
S: 4(3)
Although you much be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so.
Actions: Evasive Maneuvers, Target Lock, Battle Stations
Upgrades: Weapons, Weapons, Weapons, Weapons, Crew
Points: 26 (24)
-----------------------------------

and

------------------------------
Energy Dissipator (Dominion/Gor Portas Expansion)
A: 3
Range: 1
Attack: Disable this card to perform this attack. If this attack hits, the target suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon. This upgrade cost +5 Squadron Points for any non-Breen ship.
Cost: 5
-----------------------------------

as the Energy Dissipator does not require the use of a Target Lock.
lomn 13512357

traitorarmor wrote:

SaxCarr wrote:

Does the special ability of the Gor Poras (to not discard target locks) apply to the Energy Disrupter or only to "Torpedoes" ?


I think that is a 'you should post the text' question....
But as to the question, it's simple. All Torpedoes are secondary weapons, but not all secondary weapons are Torpedoes. An Energy Disruptor is not a Torpedo.
Chance Gardener 13512369

Andrew Parks wrote:

Chance Gardener wrote:

I've a question regarding the Month 2 OP event: if you are in range of an OPW but an asteroid is in the way, does if lose an attack die? Or is it unable to fire at all? Or if another ship is in range but farther out than you are,does it shoot that one if the OWP has a clear target line?


Use the normal rules for Obstacles. In this case, the defending ship would roll 1 extra defense die.

Thank you Andrew.
SteRT 13519495
A Couple of Questions.

First one I asked earlier but I don't think you caught:

1)On one of the other threads mention was made of using the "Superior Intellect" elite ability to target their own defiant to steal the cloaking device.

I know you can't attack your own ships as the rules specify enemy ship in the combat section.

But can you target your own ships with upgrades in this way?

Superior Intellect text:

Action: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 face up Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restrictions

2) Ferengi EM pulse.

If a ship gets hit by two Ferengi EM pulses in the same turn do the effects stack (ie. 2 Auxiliary tokens and 4 less attack dice that turn)?

Card Text

Action: Disable this card to target a ship at Range 1-2 thatis not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls 2 less attack dice this round.

Thanks.



Andrew Parks 13521620

SteRT wrote:

A Couple of Questions.

First one I asked earlier but I don't think you caught:

1)On one of the other threads mention was made of using the "Superior Intellect" elite ability to target their own defiant to steal the cloaking device.

I know you can't attack your own ships as the rules specify enemy ship in the combat section.

But can you target your own ships with upgrades in this way?

Superior Intellect text:

Action: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 face up Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restrictions

2) Ferengi EM pulse.

If a ship gets hit by two Ferengi EM pulses in the same turn do the effects stack (ie. 2 Auxiliary tokens and 4 less attack dice that turn)?

Card Text

Action: Disable this card to target a ship at Range 1-2 thatis not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls 2 less attack dice this round.

Thanks.



Sorry I missed that in the other thread. I remember reading it and answering it in my head, but I guess I never actually responded!

1) Yes

2) Yes
SteRT 13523319
Given your answer to the "Superior Intellect" viable targets question I was thinking how to use this and came up with a couple of questions.

1) Can you start the game with your Shields disabled?

2) If you use this method to "transfer" an item from one of your ships to another would the items cost count against the ship it was originally bought for or on the ship it ends up on when determining Fleet Points?
Andrew Parks 13523325

SteRT wrote:

Given your answer to the "Superior Intellect" viable targets question I was thinking how to use this and came up with a couple of questions.

1) Can you start the game with your Shields disabled?

2) If you use this method to "transfer" an item from one of your ships to another would the items cost count against the ship it was originally bought for or on the ship it ends up on when determining Fleet Points?


1) No.

2) You always use the original purchased price when determining Fleet Points.
Mordaenor 13524713
A Question came up at the end of our OP regarding Fleet Point calculating.

Are "Consumable" upgrades that must be discarded to be used, such as Anti-Matter Mines or Miles O'brien, still counted towards your surviving fleet cost?
dc0nklin 13526848

Mordaenor wrote:

A Question came up at the end of our OP regarding Fleet Point calculating.

Are "Consumable" upgrades that must be discarded to be used, such as Anti-Matter Mines or Miles O'brien, still counted towards your surviving fleet cost?


99% sure yes.... they go face down under your ship card...
csimian 13527146
This sort of came up last night, but we were reading the rules incorrectly. However, the scenario we thought came up is still possible...

Opponent has Enterprise D with Kirk, Cheat Death, no shields, undamaged hull (5 points).

I roll an attack of 5 hits and 1 critical. He can't roll defense due to a scan token from my ship.

I place 5 damage cards face down at his ship. This effectively destroys the ship.

I then place a damage card face up for the critical. I turnover a "Injured Captain":

[BGCOLOR=#99CCFF]"You cannot use your Captain's text or any of your (Talent) upgrades."[/BGCOLOR]


The question is; does the 5 damage destroy the ship before the critical hit disables Kirk's abaility to use Cheat Death?
Ghostrunner 13527391
Jason-

Think I may have given some bad advice on this one (I was at the game with Jason last night).

Given the working on the 'Cheat Death' card, it implies all the cards are put onto the ship (and I assume the critical hits take effect) and are then removed one at a time until the ship has only one hull point left.

Even though the critical hits are later flipped over, it would have already have taken effect at the point where it would affect when Cheat Death would be used.

At least that's my read on it now - again, sorry I may have thrown a wrench into things last night.

I'm curious to see Andrew's answer.
csimian 13527658

Ghostrunner wrote:

Jason-

Think I may have given some bad advice on this one (I was at the game with Jason last night).

Given the working on the 'Cheat Death' card, it implies all the cards are put onto the ship (and I assume the critical hits take effect) and are then removed one at a time until the ship has only one hull point left.

Even though the critical hits are later flipped over, it would have already have taken effect at the point where it would affect when Cheat Death would be used.

At least that's my read on it now - again, sorry I may have thrown a wrench into things last night.

I'm curious to see Andrew's answer.


We actually had the damage card that discarded a weapon upgrade (I think). I'm pretty sure it was not the Injured Captain card. So the way resolved it worked out like it should (rolled off and he was able to use Cheat Death). But I found that the question could still come up.

I'm going by my memory and the Attack Wing Spoiler spreadsheet for the text....
davedujour 13527871
I'm confused about this statement:

csimian wrote:

He can't roll defense due to a scan token from my ship.


Have I completely misread how Scan tokens work? I thought attacking w/a Scan token only removed 1 defense die for the target ship, or in combination with other cards such as Spock.
Kengi 13527892

davedujour wrote:

I'm confused about this statement:

csimian wrote:

He can't roll defense due to a scan token from my ship.


Have I completely misread how Scan tokens work? I thought attacking w/a Scan token only removed 1 defense die for the target ship, or in combination with other cards such as Spock.


Yes, but many ships only have one defense die, so 1 - 1 is zero dice.
davedujour 13527922

Kengi wrote:

davedujour wrote:

I'm confused about this statement:

csimian wrote:

He can't roll defense due to a scan token from my ship.


Have I completely misread how Scan tokens work? I thought attacking w/a Scan token only removed 1 defense die for the target ship, or in combination with other cards such as Spock.


Yes, but many ships only have one defense die, so 1 - 1 is zero dice.


Point.
csimian 13528144
Cheat Death and Counter Attack

If you activated Counter Attack, your ship is destroyed, and you Cheat Death to come back, can you still Counter Attack?

My first impression is no.

Counter Attack:

Action: *Once per turn If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.


You cannot do Counter Attack if your ship is destroyed.

Cheat Death:

If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down.


Cheat Death only works if your ship was destroyed. So playing this card acknowledges your ship was destroyed, ergo no Counter Attack?
csimian 13528320
Battlestations, Spock, Drex, and Counter Attack

If I have Spock on board with a scan token next to my ship or I activate Drex...

Spock:

If your ship has a (Scan) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.


Drex:

Action: When attacking this round, you may convert 1 [BATTLESTATIONS] result into 1 [CRITICAL] result and all of your other [BATTLESTATIONS] results into [DAMAGE] results.


And I have activated Counter Attack. I fire at my opponent and convert the Battlestations tokens into hits. Then my ship is hit and I can make the Counter Attack; can I convert the Battlestations tokens to hits again?
Andrew Parks 13529323

csimian wrote:

This sort of came up last night, but we were reading the rules incorrectly. However, the scenario we thought came up is still possible...

Opponent has Enterprise D with Kirk, Cheat Death, no shields, undamaged hull (5 points).

I roll an attack of 5 hits and 1 critical. He can't roll defense due to a scan token from my ship.

I place 5 damage cards face down at his ship. This effectively destroys the ship.

I then place a damage card face up for the critical. I turnover a "Injured Captain":

[BGCOLOR=#99CCFF]"You cannot use your Captain's text or any of your (Talent) upgrades."[/BGCOLOR]


The question is; does the 5 damage destroy the ship before the critical hit disables Kirk's abaility to use Cheat Death?


All the damage is dealt at once before the ship is destroyed. Kirk would be unable to play "Cheat Death" in this case.
Andrew Parks 13529335

csimian wrote:

Cheat Death and Counter Attack

If you activated Counter Attack, your ship is destroyed, and you Cheat Death to come back, can you still Counter Attack?

My first impression is no.

Counter Attack:

Action: *Once per turn If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.


You cannot do Counter Attack if your ship is destroyed.

Cheat Death:

If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down.


Cheat Death only works if your ship was destroyed. So playing this card acknowledges your ship was destroyed, ergo no Counter Attack?


Correct. No Counter Attack in this case.
Andrew Parks 13529352

csimian wrote:

Battlestations, Spock, Drex, and Counter Attack

If I have Spock on board with a scan token next to my ship or I activate Drex...

Spock:

If your ship has a (Scan) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.


Drex:

Action: When attacking this round, you may convert 1 [BATTLESTATIONS] result into 1 [CRITICAL] result and all of your other [BATTLESTATIONS] results into [DAMAGE] results.


And I have activated Counter Attack. I fire at my opponent and convert the Battlestations tokens into hits. Then my ship is hit and I can make the Counter Attack; can I convert the Battlestations tokens to hits again?


Yes. In the case of Drex, however, you can only convert 1 Battle Stations into a Crit each round. So all the rest that round would be normal Hits.

Andrew

Mordaenor 13529388

dc0nklin wrote:

Mordaenor wrote:

A Question came up at the end of our OP regarding Fleet Point calculating.

Are "Consumable" upgrades that must be discarded to be used, such as Anti-Matter Mines or Miles O'brien, still counted towards your surviving fleet cost?


99% sure yes.... they go face down under your ship card...

This was our thinking, but the way the word "discarded" gets used, it seems to mean different things. For example:

Klag: target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Klag and one [CREW] Upgrade of your choice on the target ship.


If both are 'discarded' are they both placed under the ship and in that case do they still count against the opposing Fleet Score. Or is what happens to Klag different from what happens to his target? Perhaps we need a new word, Klag is "discarded" and his target is "destroyed"

And if that IS the case, I submit an even more complicated scenerio.

I have discarded my Klag to 'destroy' an opponent's Upgrade. Can my opponenet then play his own Klag to detroy MINE even though it is alread discarded? Tactically not a very useful move, but in a timed OP game, with 30 seconds left on the clock, it might add 3 more points to my final score, which might be the tie-breaker. Hmmmm...
Andrew Parks 13529456
You only tuck cards under your ship card if you discarded them by using their own card text.

Once they are tucked, they are effectively out of play and cannot be targeted by anything else. They are only there to define scoring at the end of the game.

Andrew
Andrew Parks 13530993
FYI: I have updated the Preliminary FAQ with information on the upcoming OP KIT 2, in particular defining the term "friendly" in a definitive way. We have also made a clarification concerning the the use of the upcoming Command Tokens.

Thanks,

Andrew
cert13 13532041
For OP Kit 2 can you use both the Command Reroll and the Admiral Reroll from the winner of the First OP. EI could you get two rerolls(different dice not same dice) as a possibility or can you only use one or the other? Thanks for you time and the updates are great.
Andrew Parks 13532155
The Command Token is a separate bonus from the Admiral Token, so I think this is fine as long as you're not re-rolling the same die twice.

Andrew
delta_angelfire 13534004
For the dominion EM Pulse

Action: Disable this card to target a ship at Range 1-2. The targeted ship rolls 1 less attack die and 1 less defense die this round.

if I'm attacking the targetted ship multiple times, do they only suffer the defense penalty to the first attack? I'm guessing so because of the "this round" rule, but then why is tractor beam worded so differently?

Action: Target a ship at Range 1 and roll 2 attack dice. For every [DAMAGE] result, that ship rolls 1 less defense die against your next attack.
delta_angelfire 13534039
Also, while I have you here, Is Riker's ability considered an "attack"? would he get bonus attack dice from effects like donatra?

Action: *Once per turn* If you are attacked this round at Range 1, Roll 2 attack dice. Any [DAMAGE] or [CRITICAL] result damages the attacking ship as normal, even if your ship is destroyed by their attack. The attacking ship does not roll any defense dice.
Andrew Parks 13534817
Yes it only affects the next attack.

The difference between EM Pulse and Tractor Beam is that EM Pulse applies if another ship attacks them. Tractor Beam only affects your ship's attack.

No, Riker's ability is not considered an attack.

delta_angelfire 13536628
so to clarify: I tractor beam an enemy ship twice with my (G)eneric (S)hip number 1 and get 1 hit, then tractor beam it again later with GS 2 for 2 hits.

The result IS GS2 attacks, the opponent rolls 2 less dice, then when GS1 attacks it, it rolls 1 less dice. It IS NOT -3 dice when GS2 attacks (and no bonus for GS1 later).
Chance Gardener 13537080
Andrew,
Can you tell us the size of the Planet, debris, and OWP tokens that will be used for the Month 2 OP event?

Our TO has made it a rule that we have to use the same fleet for all 3 rounds.
Some of my builds are better with more room on the board, some are better with fewer safe areas on the board.
I'd like to be able to bring the correct build and know the token sizes would help quite a bit.

Are you able to share that info, or will we need to just use our best guess based on the photos of the event materials that have been posted?
Andrew Parks 13537122

delta_angelfire wrote:

so to clarify: I tractor beam an enemy ship twice with my (G)eneric (S)hip number 1 and get 1 hit, then tractor beam it again later with GS 2 for 2 hits.

The result IS GS2 attacks, the opponent rolls 2 less dice, then when GS1 attacks it, it rolls 1 less dice. It IS NOT -3 dice when GS2 attacks (and no bonus for GS1 later).


Correct, this is an example of "your" only referring to that specific ship.

Andrew
Andrew Parks 13537132

Chance Gardener wrote:

Andrew,
Can you tell us the size of the Planet, debris, and OWP tokens that will be used for the Month 2 OP event?

Our TO has made it a rule that we have to use the same fleet for all 3 rounds.
Some of my builds are better with more room on the board, some are better with fewer safe areas on the board.
I'd like to be able to bring the correct build and know the token sizes would help quite a bit.

Are you able to share that info, or will we need to just use our best guess based on the photos of the event materials that have been posted?


Hi, Jeff.

I was not involved in the design of these items, so I do not know their actual printed size.

Andrew
Kengi 13537147
Ran my first OP event at my FLGS today, and while we all had a blast, there are some questions.

I am confused about how to score things. Luckily, we had someone with 3 wins, someone with 2, someone with 1, and someone with zero, so no issues on placing.

In my first game, I flew 100 points and my opponent flew 98. I didn't lose any ships and controlled DS9 at the end. I believe that means I put "W" in the W-L-B column, 100 in the "Your fleet points" column, and 2 in the "Cumulative Fleet points" column. I'm not sure where the 10 points for controlling DS9 goes.

Also, I'm not sure how the tie breaking works. I don't see where battle points go on the sheet. I know that the players have 10, 6, 5, and 4 Battle points respectively, but not where that's recorded on the sheets. The winner gets 2 points for each win, 1 point for attending, and 3 for winning the event. Each other player gets 2 Battle points per win, and 1 for attending and one for each loss.

Finally, as we had four players, we just determined that each player was in their own faction, as I see no rules saying players have to maintain their factions. Each player got to take home a set of the mines and wormhole tokens.

Can any other TO's comment on this?
delta_angelfire 13537269

Kengi wrote:

Ran my first OP event at my FLGS today, and while we all had a blast, there are some questions.


Fleet points are based on what remains of your opponent's fleet at the end of the match. The easiest way I saw on the forums here is it's the Riddick rule: you keep what you kill! So if you wipe out an enemy fleet its 100 fleet points. if it goes to time or you lose but you destroyed 1 ship worth 45 points, you get 45 fleet points.

Cumulative Fleet points is your the sum of all your fleet points rewards. so if you won your first round by destroying the enemy without capturing the station, you should have 100 points and 100 cumulative points. After the second round, if you destroy the enemy fleet again but ALSO control DS9, you get 110 fleet points, or 210 cumulative with the last round.

Battle points aren't directly recorded on the sheet, you just count up the W's and L's and convert to a number afaik. Tie Breakers happen if Battle Points are tied (for example if two players went 2-1). The winner between them would be who accumulated the most Fleet Points during the tourney.

Sounds like everyone got some cool swag though, so I'd comment that your tournament seemed to go rather smoothly :-)

EDIT: In your example first round, if you had jus tstopped and not destroyed anything of either fleet, you would get 2 fleet points for free and be considered the "winner". the 2 is considered "part of" your fleet points you get for free because your opponent didn't use them. Completely annihaltating your opponent would have gotten you exactly 100. if something weird had happened like you went to time and only destroyed 40 points worth of his stuff, you'd get credited for 40+2 points of stuff for your Fleet Points.
Chance Gardener 13537448

Andrew Parks wrote:

Chance Gardener wrote:

Andrew,
Can you tell us the size of the Planet, debris, and OWP tokens that will be used for the Month 2 OP event?

Our TO has made it a rule that we have to use the same fleet for all 3 rounds.
Some of my builds are better with more room on the board, some are better with fewer safe areas on the board.
I'd like to be able to bring the correct build and know the token sizes would help quite a bit.

Are you able to share that info, or will we need to just use our best guess based on the photos of the event materials that have been posted?


Hi, Jeff.

I was not involved in the design of these items, so I do not know their actual printed size.

Andrew

Thank you
Torresse 13537663
2 questions

First, do independent cards require a faction penalty? example: putting Follows of Kahn on the Negh'var. Does it cost 1 or 2 points?

Second, If I have Clark Terell range 1 of a friendly Negh'var ship, do I get +1 def dice on just the first attack that the Negh'var received, or against all attacks upon the Negh'var?

The first question, I assume its 2 points, the second question I can see it going either way... However since its not an action, and does not use the word 'round' I assume its constant.
dc0nklin 13537824
Tried the OP Month 2 tonight and two questions came up:

1. Do OWPs get the +1 attack die bonus for Range 1?

2. What rules are used for choosing sides? Since there are obstacles to be placed, this may make a difference in the game.

According to the Setup instructions, it says after Debris Tokens are placed to return to the "Standard 2 player rules" on page 6. However, those rules do not seem to address choosing sides.

The "Adding Obstacles to a Standard Game" section under Advanced Rules does seem to address choosing sides. Is that what should be followed?

Thx!
peltazoid 13538562
Hi, After playing in the Month 1 event, I have a question about destroyed points. (I would like to know as I am playing in another in a couple of weeks).

The USS Enterprise has an away team on the station and it consists of a skill 1 captain and a 5 point crew member.

During the game the crew stay on the station and the Enterprise is destroyed, the game then ends due to time.

Does the away teams point value still count for scoring the destroyed Enterprise?

Thanks.
JustinKase 13538962
@Isaac : #1 - Yes. Independents cost +1 unless on an independent ship. Khan's ability allows him to negate this cost on any upgrades to his ship. But not to his cost to be added to the ship.

#2 - not sure, but I think you are correct that it grants a +1 Defense against all attacks (that was how they played it at our OP). Other than against his own ship.
Chance Gardener 13539494

dc0nklin wrote:

Tried the OP Month 2 tonight and two questions came up:

1. Do OWPs get the +1 attack die bonus for Range 1?

2. What rules are used for choosing sides? Since there are obstacles to be placed, this may make a difference in the game.

According to the Setup instructions, it says after Debris Tokens are placed to return to the "Standard 2 player rules" on page 6. However, those rules do not seem to address choosing sides.

The "Adding Obstacles to a Standard Game" section under Advanced Rules does seem to address choosing sides. Is that what should be followed?

Thx!

I'm not sure I follow what you mean by "choosing sides" for debris placement.
If you mean which side of the board you start on, I'm going to assume you and your opponent chose which side.
If you can't agree, roll 5 attack dice. Player with the most battlestations on a roll chooses which side they start on.

If you mean who starts placing debris fields first, that seems to be determined by initiative.
Starting is based on lowest squadron points first (p.21 lwr left corner), then by faction initiative stated on p.18 of the rulebook.

Placement alternates from there.

As for Question #1?
I've been assuming they're like plasma torpedos and so don't get a bonus to range.
Andrew Parks 13539667

Torresse wrote:

2 questions

First, do independent cards require a faction penalty? example: putting Follows of Kahn on the Negh'var. Does it cost 1 or 2 points?

Second, If I have Clark Terell range 1 of a friendly Negh'var ship, do I get +1 def dice on just the first attack that the Negh'var received, or against all attacks upon the Negh'var?

The first question, I assume its 2 points, the second question I can see it going either way... However since its not an action, and does not use the word 'round' I assume its constant.


1) Yes.

2) He works for all attacks.
Andrew Parks 13539683

dc0nklin wrote:

Tried the OP Month 2 tonight and two questions came up:

1. Do OWPs get the +1 attack die bonus for Range 1?

2. What rules are used for choosing sides? Since there are obstacles to be placed, this may make a difference in the game.

According to the Setup instructions, it says after Debris Tokens are placed to return to the "Standard 2 player rules" on page 6. However, those rules do not seem to address choosing sides.

The "Adding Obstacles to a Standard Game" section under Advanced Rules does seem to address choosing sides. Is that what should be followed?

Thx!


1) No, they are not normal weapons and do not get +1 attack die.

2) Use the same rules you used to place Mine tokens for OP Month 1.
fastback64 13539754
A question on fleet points when time is up came up last night. When totalling up fleet points, the rule is "Fleet Points are equal to the current month's maximum Fleet Build number MINUS the number of SP left in your opponent's surviving fleet." The question was does a resource (i.e. Elite Attack Die) count towards your surviving fleet SP total.

So, If my surviving fleet total is 45 with 5 SP resource, my opponent would have 55 fleet points.

My opponent's surviving fleet total is 42 but no resource, I would get 58 fleet points and win when time was up.

If the resource does not count, then my surviving fleet would be 40 my opponent would have 60 fleet points and I would lose.
Andrew Parks 13539765

peltazoid wrote:

Hi, After playing in the Month 1 event, I have a question about destroyed points. (I would like to know as I am playing in another in a couple of weeks).

The USS Enterprise has an away team on the station and it consists of a skill 1 captain and a 5 point crew member.

During the game the crew stay on the station and the Enterprise is destroyed, the game then ends due to time.

Does the away teams point value still count for scoring the destroyed Enterprise?

Thanks.


Yes
Andrew Parks 13539773

fastback64 wrote:

A question on fleet points when time is up came up last night. When totalling up fleet points, the rule is "Fleet Points are equal to the current month's maximum Fleet Build number MINUS the number of SP left in your opponent's surviving fleet." The question was does a resource (i.e. Elite Attack Die) count towards your surviving fleet SP total.

So, If my surviving fleet total is 45 with 5 SP resource, my opponent would have 55 fleet points.

My opponent's surviving fleet total is 42 but no resource, I would get 58 fleet points and win when time was up.

If the resource does not count, then my surviving fleet would be 40 my opponent would have 60 fleet points and I would lose.


Yes it counts.
fastback64 13539790

Andrew Parks wrote:

fastback64 wrote:

A question on fleet points when time is up came up last night. When totalling up fleet points, the rule is "Fleet Points are equal to the current month's maximum Fleet Build number MINUS the number of SP left in your opponent's surviving fleet." The question was does a resource (i.e. Elite Attack Die) count towards your surviving fleet SP total.

So, If my surviving fleet total is 45 with 5 SP resource, my opponent would have 55 fleet points.

My opponent's surviving fleet total is 42 but no resource, I would get 58 fleet points and win when time was up.

If the resource does not count, then my surviving fleet would be 40 my opponent would have 60 fleet points and I would lose.


Yes it counts.


Thanks for the quick response!
dc0nklin 13541119
Are the 1 [Straight] maneuver templates supposed to be the length of a ship base front to back?

For example if two ships are facing each other and Ship A moves first and maneuvers into Ship B and must stop by touching Ship B, and then Ship B reveals a 1 [Straight], will Ship B be able to move past Ship A?

Conceptually it seems so, but when i actually hold up the 1 [Straight] template it doesn't seem to get past Ship A.

If it does, are they touching after the move?

Maybe the confusion is the part of the base that "sticks out" past where the templates touch the base?

Thx!
PenguinBonaparte 13542211

Andrew Parks wrote:

Yes it only affects the next attack.

The difference between EM Pulse and Tractor Beam is that EM Pulse applies if another ship attacks them. Tractor Beam only affects your ship's attack.

No, Riker's ability is not considered an attack.



So that also applies to the Dominion Range 3 scan that's coming in the Jem'hadar attack ship too, it only relates to attacks from the scanning ship? Is there any significance to the text saying to "spend" the token, or is that just to make sure that you don't have a crew and an upgrade both operating off the same token?

Ok, that image is huge. Text is "When attacking a ship at range 3 you may spend one scan token to force that ship to roll 2 less defense dice this round." The spending and the quantity specification make it seem like there's something else beyond just "having" a scan token next to your ship.
macgowan 13542883

dc0nklin wrote:

Are the 1 [Straight] maneuver templates supposed to be the length of a ship base front to back?

For example if two ships are facing each other and Ship A moves first and maneuvers into Ship B and must stop by touching Ship B, and then Ship B reveals a 1 [Straight], will Ship B be able to move past Ship A?

Not if they're facing each other.
The 1 straight is one base width from cutout to cutout. The beveled edge of the base makes it impossible to move 1 straight past someone you are in base contact with.
Andrew Parks 13543823

PenguinBonaparte wrote:

Andrew Parks wrote:

Yes it only affects the next attack.

The difference between EM Pulse and Tractor Beam is that EM Pulse applies if another ship attacks them. Tractor Beam only affects your ship's attack.

No, Riker's ability is not considered an attack.



So that also applies to the Dominion Range 3 scan that's coming in the Jem'hadar attack ship too, it only relates to attacks from the scanning ship? Is there any significance to the text saying to "spend" the token, or is that just to make sure that you don't have a crew and an upgrade both operating off the same token?

Ok, that image is huge. Text is "When attacking a ship at range 3 you may spend one scan token to force that ship to roll 2 less defense dice this round." The spending and the quantity specification make it seem like there's something else beyond just "having" a scan token next to your ship.


"Spend" means you lose the Scan Token. Normally, you just keep your Scan Token out for the entire round.

The defender's penalty applies to the attack you are making when you trigger this card.

Andrew
macgowan 13543852
From a friend:

"There are two captains with the same skill level. The captain with initiative fires the EDT. The question is: does the other captain get to fire back? They are the same skill level and they should fire simultaneously? Or does EDT trump the out-of-initiative captain's shot?"
Andrew Parks 13543911

macgowan wrote:

From a friend:

"There are two captains with the same skill level. The captain with initiative fires the EDT. The question is: does the other captain get to fire back? They are the same skill level and they should fire simultaneously? Or does EDT trump the out-of-initiative captain's shot?"


Correct, the Simultaneous Attack Rule only allows you to fire after being destroyed.

One of the few advantages to initiative during the Combat Phase is that you can apply an effect that messes up the defender's attack. That could be the EDT or perhaps a Critical Hit.

Andrew
H00D4M4N 13546555
In the FAQ:


7. If DS9 is destroyed, what happens to any Away Teams that are aboard it?

They are destroyed (i.e. discarded from play).

Andrew, would you mind adding who (if any) scores victory points for destroyed Away Teams on DS9? The word "discarded" seemed to create some confusion yesterday and we weren't sure if the player who destroys DS9 gets those victory points or if they are simply discarded and return back under the player's ship faced down.
Andrew Parks 13554994
Since they are destroyed, they do not go underneath the ship card.

During a tournamnet, the only cards that are tucked under the Ship Card are those that are discarded as a result of using their own card text (e.g. McCoy).

Andrew
csimian 13560068
Concussive Charges:

...target ship loses 1 token of your choice that has been placed beside it in the play area.


My opponent cloaks this round and places a cloak token on the ship's base indicating that it has cloaked this turn. I later hit with my Concussive Charges. Since the cloak token is on the ship's base and not "beside it in the play area" I assume I cannot take that token away. Correct?
jmdt784 13560381
Lets talk using Deep Space 9 for a second.

The 2 points that came up in another thread were these:

1.) Can you give evasion tokens to the station or add 'agility' from effects like Data, Sulu, or Picard?

2.) Would a scan token allow Spock to effect all of the firing arcs on the station?
Reklawyad 13560393


Missile Launchers (Ferengi/ LE Krayton Pack)
A: 2
Range: 1-2
Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc, Roll 2 attack dice for each of these attacks. Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

I know secondary weapons can get the bonus from +1 attack die, but this one is worded to specifically saying Roll 2 attack dice, does this mean they cannot get the bonus?
Kengi 13560527
I know it's not available to use until next month, but I have a question concerning the Command Tokens.

The text for the Target Lock token reads:

Command Token Reference Card wrote:

You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time.

The rulebook reads:

Star Trek: Attack Wing Rulebook wrote:

Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules.

A very Munchkin-ly person would argue that the card says I can get a target lock anyone , even though the rules normally state that I can't if the ship I'm trying to lock onto has been cloaked for more than one round.

Just want this to be clarified before someone tries something silly.
H00D4M4N 13561537

Kengi wrote:

I know it's not available to use until next month, but I have a question concerning the Command Tokens.

The text for the Target Lock token reads:

Command Token Reference Card wrote:

You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time.

The rulebook reads:

Star Trek: Attack Wing Rulebook wrote:

Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules.

A very Munchkin-ly person would argue that the card says I can get a target lock anyone , even though the rules normally state that I can't if the ship I'm trying to lock onto has been cloaked for more than one round.

Just want this to be clarified before someone tries something silly.


Nobody needs to get silly. It still follows the same rules, otherwise it would specifically say "even if the ship is cloaked" or something to that effect.
Kengi 13561584

H00D4M4N wrote:

Kengi wrote:

I know it's not available to use until next month, but I have a question concerning the Command Tokens.

The text for the Target Lock token reads:

Command Token Reference Card wrote:

You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time.

The rulebook reads:

Star Trek: Attack Wing Rulebook wrote:

Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules.

A very Munchkin-ly person would argue that the card says I can get a target lock anyone , even though the rules normally state that I can't if the ship I'm trying to lock onto has been cloaked for more than one round.

Just want this to be clarified before someone tries something silly.


Nobody needs to get silly. It still follows the same rules, otherwise it would specifically say "even if the ship is cloaked" or something to that effect.


You'd be surprised at what some people pull. Thankfully my event was a great time for everyone.
Kengi 13561605
Odd other question for other TOs: What did you do with your extra Elite Attack Dice and DS9 tokens?
Magentawolf 13561693

Kengi wrote:

Odd other question for other TOs: What did you do with your extra Elite Attack Dice and DS9 tokens?


Run a house-ruled scenario where DS9 rolls its attacks using the Elite Attack Dice?

*shrug* I'll probably offer them to any new players that show up in Month 2 and onwards.
jonnyd76 13561755

Kengi wrote:

Odd other question for other TOs: What did you do with your extra Elite Attack Dice and DS9 tokens?


I attended 3, two of them handed out extras if they had enough for all (in the case of the 4 person tourney), or handed out extra Dice and DS9 tokens to those that didn't get map elements (for the one that had 8).

The 4th tourney I was organizing for - we kept the extras at the store and will either run the scenario again for fun, or will hand out that stuff to other people that join late and would still like it. (There was 5 at mine)


Total side note:
Out of the 4 I'm connected with, only 2 are really trying to make a community I think. I would consider "making a community" a store that has play nights that aren't OP events. The other two - the only time they play is when they do an OP event. I really hope more stores do other nights and encourage it. I've collected up a few heroclix models (like the cloaked defiant) and am making prizes for the next night I do mine. There's going to be a 50 point head to head tourney, and I'm going to give away a modified micro machine enterprise to the first person to complete the Kobayashi Maru mission against my Klingon fleet.
Mordaenor 13561769

Magentawolf wrote:

Kengi wrote:

Odd other question for other TOs: What did you do with your extra Elite Attack Dice and DS9 tokens?


Run a house-ruled scenario where DS9 rolls its attacks using the Elite Attack Dice?

*shrug* I'll probably offer them to any new players that show up in Month 2 and onwards.


DS9 rolls ONLY Elite Attack Dice. For all its attacks. Because DS9 is bitter that it can't evade and hates everything around it. :-D
Andrew Parks 13564305

csimian wrote:

Concussive Charges:

...target ship loses 1 token of your choice that has been placed beside it in the play area.


My opponent cloaks this round and places a cloak token on the ship's base indicating that it has cloaked this turn. I later hit with my Concussive Charges. Since the cloak token is on the ship's base and not "beside it in the play area" I assume I cannot take that token away. Correct?


Incorrect. The term "placed beside it in the play area" refers simply to the fact that the token is in the play area and not outside the play area (ie next to the Ship Card, Upgrade Cards, etc.)

So Concussive Charges do work against Cloak Tokens while they are still on the ship base.

Andrew
Chargers 13565194

Reklawyad wrote:


I know secondary weapons can get the bonus from +1 attack die ...


I'm confused. (Insert your own joke here.) I thought I saw that here in the forums also, but p20 of the rulebook says:

"Secondary Weapon attacks are not affected by the extra dice provided by the Range Ruler at Range 1 (+1 attack die) or Range 3 (+1 defense die). When firing a Secondary Weapon, use the side of the Range Ruler that does not show the bonus dice (to avoid confusion). Only Primary Attacks make use of these extra dice.
Andrew Parks 13565276

jmdt784 wrote:

Lets talk using Deep Space 9 for a second.

The 2 points that came up in another thread were these:

1.) Can you give evasion tokens to the station or add 'agility' from effects like Data, Sulu, or Picard?

2.) Would a scan token allow Spock to effect all of the firing arcs on the station?


Yes and yes. The only thing the stations can't do is "move".
Andrew Parks 13565321

Reklawyad wrote:



Missile Launchers (Ferengi/ LE Krayton Pack)
A: 2
Range: 1-2
Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc, Roll 2 attack dice for each of these attacks. Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

I know secondary weapons can get the bonus from +1 attack die, but this one is worded to specifically saying Roll 2 attack dice, does this mean they cannot get the bonus?


I assume you are talking about bonuses from Captains or Upgrades? If so, then yes the Missile Launchers can receive this bonus.

As Tim mentioned, you don't roll extra dice based on Range when firing Secondary Weapons.

Andrew
Andrew Parks 13565333

Kengi wrote:

I know it's not available to use until next month, but I have a question concerning the Command Tokens.

The text for the Target Lock token reads:

Command Token Reference Card wrote:

You may target lock 1 enemy ship as a free Action this Round. The target ship must still be within range 1-3 of your ship. You may still only have one ship target locked at any given time.

The rulebook reads:

Star Trek: Attack Wing Rulebook wrote:

Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules.

A very Munchkin-ly person would argue that the card says I can get a target lock anyone , even though the rules normally state that I can't if the ship I'm trying to lock onto has been cloaked for more than one round.

Just want this to be clarified before someone tries something silly.


The Command Token follows the normal rules for Target Locks.
delta_angelfire 13565368

Chargers wrote:

Reklawyad wrote:


I know secondary weapons can get the bonus from +1 attack die ...


I'm confused. (Insert your own joke here.) I thought I saw that here in the forums also, but p20 of the rulebook says:

"Secondary Weapon attacks are not affected by the extra dice provided by the Range Ruler at Range 1 (+1 attack die) or Range 3 (+1 defense die). When firing a Secondary Weapon, use the side of the Range Ruler that does not show the bonus dice (to avoid confusion). Only Primary Attacks make use of these extra dice.


I would assume he's refering to effects like Donatra, the I.R.W. Khazara, or the U.S.S. reliant and similar. Effects adding attack die affect secondary weapons. These have also been established several times in the forum, perhaps it's time to add this to the front page of the faq as well (and also the "total attack dice this round" effects)?
Andrew Parks 13565383
The FAQ already mentions that Captains and Upgrades can boost Secondary Weapons.

Regarding the "total attack dice this round" thing, yeah that is long overdue. I'll be adding it tonight.

Andrew
Reklawyad 13565605

Andrew Parks wrote:

Reklawyad wrote:



Missile Launchers (Ferengi/ LE Krayton Pack)
A: 2
Range: 1-2
Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc, Roll 2 attack dice for each of these attacks. Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

I know secondary weapons can get the bonus from +1 attack die, but this one is worded to specifically saying Roll 2 attack dice, does this mean they cannot get the bonus?


I assume you are talking about bonuses from Captains or Upgrades? If so, then yes the Missile Launchers can receive this bonus.

As Tim mentioned, you don't roll extra dice based on Range when firing Secondary Weapons.

Andrew


I was talking about from captains or upgrades. The other weapons don't have it mentioned that you roll the dice like in this description so I was just wondering if it was a different thing.. now that I know I'm happy!
Andrew Parks 13566058
FYI: The FAQ is updated with clarifications about the use of the term "this round" when adding or removing dice during the Combat Phase.
ryanreinert 13568670
Sorry if this has been answered, but I have q questions about re-rolls. Let's say I'm playing Krell (a Klingon captain who "when attacking, you may re-roll one of your battlestations results) loaded on the Krayton (ACTION: disable 1 of your active shields to gain +1 attack die this round; you may re-roll all of your blanks one time).

Let's say I take the Krayton's action and roll 2 blanks, a hit, and a battlestations. I re-roll the battlestations (per Krell's ability) and it comes up blank. Can I then re-roll all blanks? And let's say one of those blank re-rolls is another battlestations. Can I then re-roll one of the battlestations per Krell's ability? I understand this can lead to a perpetual loop, so what is the correct order of re-rolls for this synergy?
peltazoid 13568889

ryanreinert wrote:

Sorry if this has been answered, but I have q questions about re-rolls. Let's say I'm playing Krell (a Klingon captain who "when attacking, you may re-roll one of your battlestations results) loaded on the Krayton (ACTION: disable 1 of your active shields to gain +1 attack die this round; you may re-roll all of your blanks one time).

Let's say I take the Krayton's action and roll 2 blanks, a hit, and a battlestations. I re-roll the battlestations (per Krell's ability) and it comes up blank. Can I then re-roll all blanks? And let's say one of those blank re-rolls is another battlestations. Can I then re-roll one of the battlestations per Krell's ability? I understand this can lead to a perpetual loop, so what is the correct order of re-rolls for this synergy?


No once a die has been re-rolled you cannot roll it again.

so in your example you could use Krell to re-roll the battlestations then Use the Krayton to re-roll the initial two blanks. You could not re-roll any of those three dice again.
Magentawolf 13568926

ryanreinert wrote:


Let's say I take the Krayton's action and roll 2 blanks, a hit, and a battlestations. I re-roll the battlestations (per Krell's ability) and it comes up blank. Can I then re-roll all blanks? And let's say one of those blank re-rolls is another battlestations. Can I then re-roll one of the battlestations per Krell's ability? I understand this can lead to a perpetual loop, so what is the correct order of re-rolls for this synergy?


You can only re-roll any particular die once, unless the card text explicitly allows you to do so.

So, in your example, you can re-roll the battlestation per Krell and the two blanks per the Krayton, but you must keep those results.

EDIT: Ninja'd
gingerbear 13570277
Hello,
I have a quick question regarding the Reliant's passive (You gain +1 attack die when firing at range 1)

I want to know if this would stack with Antimatter Mines in the following scenario or at all:

I fly past my opponent who is now in my rear Arc range 1. I then do my actions like scan. During the Attack phase I use Antimatter Mines and drop them on top of my opponents ship.

Would I roll 4 dice like is printed on the card or would I get to roll 5 due to the Reliant's passive.

Follow up question, if I were to drop two Antimatter Mine tokens from two ships onto one ship would both attacks trigger? Or would the opponent ship have immunity from the second attack?

Thanks,
Mordaenor 13570984

gingerbear wrote:

Would I roll 4 dice like is printed on the card or would I get to roll 5 due to the Reliant's passive.

Follow up question, if I were to drop two Antimatter Mine tokens from two ships onto one ship would both attacks trigger? Or would the opponent ship have immunity from the second attack?


Any Attack Bonuses can effect the Anti-Matter Mines on the turn they are deployed, but not on subsequent turns (this question's come up a few times).

Not sure on that other question, but I would imagine each mine triggers separately.
gingerbear 13571571

Mordaenor wrote:

gingerbear wrote:

Would I roll 4 dice like is printed on the card or would I get to roll 5 due to the Reliant's passive.

Follow up question, if I were to drop two Antimatter Mine tokens from two ships onto one ship would both attacks trigger? Or would the opponent ship have immunity from the second attack?


Any Attack Bonuses can effect the Anti-Matter Mines on the turn they are deployed, but not on subsequent turns (this question's come up a few times).

Not sure on that other question, but I would imagine each mine triggers separately.


Thanks Scooter for the reply. This makes me happy as I want to try some mine laying tactics for cloaked vessels.
Mordaenor 13571818
Question regarding Elite Talents and the Cross Faction penalty. Is the penalty based on the Ship, the Captain, or Both? Examples:

1)
USS Enterprise (F-Ship) Martok (K-Captain) Engage (F-Elite)

2)
IKS Mah'ta (K-Ship) Picard (F-Captain) Engage (F-Elite)

In which example, do we pay extra for the Elite Talent?

And IF its both, is the cost cumulative? Do we pay +2 for putting Engage on Martok commanding the Mah'ta?
Andrew Parks 13572236

Mordaenor wrote:

gingerbear wrote:

Would I roll 4 dice like is printed on the card or would I get to roll 5 due to the Reliant's passive.

Follow up question, if I were to drop two Antimatter Mine tokens from two ships onto one ship would both attacks trigger? Or would the opponent ship have immunity from the second attack?


Any Attack Bonuses can effect the Anti-Matter Mines on the turn they are deployed, but not on subsequent turns (this question's come up a few times).

Not sure on that other question, but I would imagine each mine triggers separately.


Yes, each mine triggers separately.
Andrew Parks 13572249

Mordaenor wrote:

Question regarding Elite Talents and the Cross Faction penalty. Is the penalty based on the Ship, the Captain, or Both? Examples:

1)
USS Enterprise (F-Ship) Martok (K-Captain) Engage (F-Elite)

2)
IKS Mah'ta (K-Ship) Picard (F-Captain) Engage (F-Elite)

In which example, do we pay extra for the Elite Talent?

And IF its both, is the cost cumulative? Do we pay +2 for putting Engage on Martok commanding the Mah'ta?


The Faction penalty is always based off the ship's Faction, so the answer is #2.
wrabbit37 13574643
If I have a cloaked ship with an Evade Token on it and I use the Interphase Generator to knock the incoming attack down to one [HIT], can I use the Evade Token to reduce that damage to no hits?

Interphase Generator - When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].
csimian 13574792

wrabbit37 wrote:

If I have a cloaked ship with an Evade Token on it and I use the Interphase Generator to knock the incoming attack down to one [HIT], can I use the Evade Token to reduce that damage to no hits?

Interphase Generator - When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


I would think you could. After you roll the defense dice the next step is to modify the dice. So I would think the Interphase Generator's ability would come into play before the defense dice modification.
Andrew Parks 13576272

wrabbit37 wrote:

If I have a cloaked ship with an Evade Token on it and I use the Interphase Generator to knock the incoming attack down to one [HIT], can I use the Evade Token to reduce that damage to no hits?

Interphase Generator - When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


Yes, it actually reduces the damage to exactly 1 [HIT], and then you can use the Evade Token to cancel the [HIT] result.

Andrew
JustinKase 13577231
Andrew - thanks so much for all your time answering our questions!

Now, of course, I have a question as well. When a Captain card is disabled can their Elite Talent(s) still be used?

Also a minor suggestion, you may want to break out the Resource questions (Elite Die and Command Tokens) at the top of the OP section since they can be used over the course of the various OPs (if I understand correctly). Right now it doesn't matter much, but I imagine as we approach Month 6 of the OP it may be helpful.
Andrew Parks 13577575

JustinKase wrote:

Andrew - thanks so much for all your time answering our questions!

Now, of course, I have a question as well. When a Captain card is disabled can their Elite Talent(s) still be used?

Also a minor suggestion, you may want to break out the Resource questions (Elite Die and Command Tokens) at the top of the OP section since they can be used over the course of the various OPs (if I understand correctly). Right now it doesn't matter much, but I imagine as we approach Month 6 of the OP it may be helpful.


No problem, Val, and thanks for the suggestions about the FAQ arrangement. Its format will definitely evolve over the coming months.

The answer to your question is "yes", at least for now. For thematic reasons, this may change eventually, but for now the only effect of a disabled captain is that his or her text is unusable and the Captain Skill = 1.
jonnyd76 13579947
So the min/maxer in me has some questions on the new card in the Klingon prize ship from OP2:

"Barrage of Fire:
Attack: Discard this card to perform this attack. Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships"

1. It looks like your friendly ship that is targeted can still make a secondary attack, true?

2. When adding the Primary Weapon value of your friendly ship, does that mean any additions to your primary weapon value are also included? Ex: Donatra, Gowron, N'Vek (Action: disable 1 of your active shields to +1 attack die this round)
Andrew Parks 13581480

jonnyd76 wrote:

So the min/maxer in me has some questions on the new card in the Klingon prize ship from OP2:

"Barrage of Fire:
Attack: Discard this card to perform this attack. Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships"

1. It looks like your friendly ship that is targeted can still make a secondary attack, true?

2. When adding the Primary Weapon value of your friendly ship, does that mean any additions to your primary weapon value are also included? Ex: Donatra, Gowron, N'Vek (Action: disable 1 of your active shields to +1 attack die this round)


1. No. You cannot make any type of normal attack, including one with primary or secondary weapons.

2. No, you only add the base Primary Weapon value.
Tacullu64 13582074

Andrew Parks wrote:

jonnyd76 wrote:

So the min/maxer in me has some questions on the new card in the Klingon prize ship from OP2:

"Barrage of Fire:
Attack: Discard this card to perform this attack. Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships"

1. It looks like your friendly ship that is targeted can still make a secondary attack, true?

2. When adding the Primary Weapon value of your friendly ship, does that mean any additions to your primary weapon value are also included? Ex: Donatra, Gowron, N'Vek (Action: disable 1 of your active shields to +1 attack die this round)


1. No. You cannot make any type of normal attack, including one with primary or secondary weapons.

2. No, you only add the base Primary Weapon value.


Does "normal attack" include a free attack, like from a Counter Attack?
Andrew Parks 13582127

Tacullu64 wrote:

Andrew Parks wrote:

jonnyd76 wrote:

So the min/maxer in me has some questions on the new card in the Klingon prize ship from OP2:

"Barrage of Fire:
Attack: Discard this card to perform this attack. Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships"

1. It looks like your friendly ship that is targeted can still make a secondary attack, true?

2. When adding the Primary Weapon value of your friendly ship, does that mean any additions to your primary weapon value are also included? Ex: Donatra, Gowron, N'Vek (Action: disable 1 of your active shields to +1 attack die this round)


1. No. You cannot make any type of normal attack, including one with primary or secondary weapons.

2. No, you only add the base Primary Weapon value.


Does "normal attack" include a free attack, like from a Counter Attack?


Counter Attack would not be affected. It is definitely an "abnormal" attack.
Tacullu64 13582202

Andrew Parks wrote:

Tacullu64 wrote:

Andrew Parks wrote:

jonnyd76 wrote:

So the min/maxer in me has some questions on the new card in the Klingon prize ship from OP2:

"Barrage of Fire:
Attack: Discard this card to perform this attack. Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships"

1. It looks like your friendly ship that is targeted can still make a secondary attack, true?

2. When adding the Primary Weapon value of your friendly ship, does that mean any additions to your primary weapon value are also included? Ex: Donatra, Gowron, N'Vek (Action: disable 1 of your active shields to +1 attack die this round)


1. No. You cannot make any type of normal attack, including one with primary or secondary weapons.

2. No, you only add the base Primary Weapon value.


Does "normal attack" include a free attack, like from a Counter Attack?


Counter Attack would not be affected. It is definitely an "abnormal" attack.


This is as I suspected.

1. Would a normal attack be any attack you initiate during the combat phase when it is your turn in the initiative order?

2. Would an abnormal attack be one that is triggered outside of the normal initiative order?

Andrew Parks 13582219
Yes, that seems like a good way to put it.
Reklawyad 13582339

Andrew Parks wrote:

JustinKase wrote:

Andrew - thanks so much for all your time answering our questions!

Now, of course, I have a question as well. When a Captain card is disabled can their Elite Talent(s) still be used?

Also a minor suggestion, you may want to break out the Resource questions (Elite Die and Command Tokens) at the top of the OP section since they can be used over the course of the various OPs (if I understand correctly). Right now it doesn't matter much, but I imagine as we approach Month 6 of the OP it may be helpful.


No problem, Val, and thanks for the suggestions about the FAQ arrangement. Its format will definitely evolve over the coming months.

The answer to your question is "yes", at least for now. For thematic reasons, this may change eventually, but for now the only effect of a disabled captain is that his or her text is unusable and the Captain Skill = 1.


Follow up question, when a captain is disabled, I don't see a way to remove the token from them as the rules say you can only give an action to remove a disabled token from an upgrade. Is this correct?

Also when you have the critical hit card injured captain, it says you are to ignore the text on the card, does this include the captains skill level?

Tacullu64 13582487

Andrew Parks wrote:

Yes, that seems like a good way to put it.


Thank you for the clarifications Andrew.
Andrew Parks 13582673

Reklawyad wrote:

Andrew Parks wrote:

JustinKase wrote:

Andrew - thanks so much for all your time answering our questions!

Now, of course, I have a question as well. When a Captain card is disabled can their Elite Talent(s) still be used?

Also a minor suggestion, you may want to break out the Resource questions (Elite Die and Command Tokens) at the top of the OP section since they can be used over the course of the various OPs (if I understand correctly). Right now it doesn't matter much, but I imagine as we approach Month 6 of the OP it may be helpful.


No problem, Val, and thanks for the suggestions about the FAQ arrangement. Its format will definitely evolve over the coming months.

The answer to your question is "yes", at least for now. For thematic reasons, this may change eventually, but for now the only effect of a disabled captain is that his or her text is unusable and the Captain Skill = 1.


Follow up question, when a captain is disabled, I don't see a way to remove the token from them as the rules say you can only give an action to remove a disabled token from an upgrade. Is this correct?

Also when you have the critical hit card injured captain, it says you are to ignore the text on the card, does this include the captains skill level?



When a Captain is disabled, you can use an Action to remove the Disabled Token unless it's part of a mission that specifies how to remove the token (i.e. being part of an Away Team).

"Injured Captain" does not affect the Skill Number (that's what "Communications Failure" does.
stpitner 13583539
Pretty sure I haven't seen this question through all of the pages so far.

My question is dealing with attacking through obstacles.

Pg 22 of the rulebook has this:
When measuring range during combat, if any part of the Range Ruler between the two ships overlaps an obstacle, 
the attack is considered obstructed. Because of this obstruction, the defender rolls one additional defense die
during the "Roll Defense Dice" step of this attack.


That's all fine, and that's understood. I noticed recently that the X-Wing rulebook states the same rule, except they now have a clarification on it in their FAQ. Their clarification is: "When measuring range during combat, if the edge of the range ruler between the closest points of the two ships overlaps an obstacle token, the attack is considered obstructed"

So my question: Are there any clarifications to this rule in Attack Wing? I can understand this coming up a bit more often in the other game with the large base ships. That's currently not a situation with Attack Wing, so perhaps the clarification is not needed? However, I'm just hunting for differences in the rules between the two games (another example in X-Wing you can't attack a ship that is touching your ship's base vs. Attack Wing you can attack the ship with a touching base).

I guess the same question would be applied to planets as well. Is the complete obstruction measured by shortest point to shortest point or any point on the base to any point on the base?

Edit: Here's the source that I used for the X-Wing FAQ http://www.fantasyflightgames.com/ffg_content/x-wing/support...
capnginger 13584419

stpitner wrote:

Pg 22 of the rulebook has this:
When measuring range during combat, if any part of the Range Ruler between the two ships overlaps an obstacle, 
the attack is considered obstructed. Because of this obstruction, the defender rolls one additional defense die
during the "Roll Defense Dice" step of this attack.


That's all fine, and that's understood. I noticed recently that the X-Wing rulebook states the same rule, except they now have a clarification on it in their FAQ. Their clarification is: "When measuring range during combat, if the edge of the range ruler between the closest points of the two ships overlaps an obstacle token, the attack is considered obstructed"

So my question: Are there any clarifications to this rule in Attack Wing? [/url]


From the very next paragraph:

"Remember that range is always measured as the shortest distance between the two ships' bases. The attacker cannot attempt to measure a range to a different part of a base in order to avoid obstructing Obstacles." (p.22-23)
stpitner 13584505

capnginger wrote:

stpitner wrote:

Pg 22 of the rulebook has this:
When measuring range during combat, if any part of the Range Ruler between the two ships overlaps an obstacle, 
the attack is considered obstructed. Because of this obstruction, the defender rolls one additional defense die
during the "Roll Defense Dice" step of this attack.


That's all fine, and that's understood. I noticed recently that the X-Wing rulebook states the same rule, except they now have a clarification on it in their FAQ. Their clarification is: "When measuring range during combat, if the edge of the range ruler between the closest points of the two ships overlaps an obstacle token, the attack is considered obstructed"

So my question: Are there any clarifications to this rule in Attack Wing? [/url]


From the very next paragraph:

"Remember that range is always measured as the shortest distance between the two ships' bases. The attacker cannot attempt to measure a range to a different part of a base in order to avoid obstructing Obstacles." (p.22-23)


Wow I have no idea how I missed that. Thanks for pointing that out.
TheWaspinator 13586504
Do Concussive Charges do damage or just remove tokens?
rabiddwarf 13587140
When squad building, is there any restriction on having two identical non-unique weapon upgrades on one ship, assuming you can pay the cost and the ship has the available slots?

Example: I have the Gor Portas (Breen Battle Cruiser) with 2 Energy Dissipator.

There was a player in one of our local tournaments who ran that configuration, and several players (mostly those who lost to said player) cried foul with the build, but since no rule regarding duplicate upgrades exists, outside of the Unique rule, the build seemed legal.

Did I make the correct ruling, or was I mistaken?

Thanks
traitorarmor 13587214

rabiddwarf wrote:

When squad building, is there any restriction on having two identical non-unique weapon upgrades on one ship, assuming you can pay the cost and the ship has the available slots?


That's correct, 'unique' is the only limitation to multiple cards (provided the space is available).

The Gor Portas has 4 weapon slots and 2 copies of those 2 weapons for this exact type of build.
tellerium 13587320
Re: Concussive Charges from Kronos 1

The text reads for every uncancelled hit or critical the target ship loses one token of your choice that has been placed beside it in the play area.

Can this be used to remove a cloaked token? And if so does that mean the target ship is now left with no cloak defense dice and no shields?

Thanks!
Magentawolf 13590831

narcolepsypanda wrote:


Out of curiosity, does this pose an exception to the rule that two cards cannot be simultaneously triggered by the same event/token, such as Geordi and Spock not both being triggered by a scan?

It makes sense in this case, since both cards are only triggered by the destruction of the ship, and the wording does imply that I Stab at Thee... occurs before it's destroyed and Cheat Death occurs after, but I wanted to be sure.


The rule is that multiple triggers cannot happen off of the same token.
bigrayalbright 13591449
Martok (not the LE) interaction question

Nudaq is captaining the Mahtha, and runs over a debris field, thereby skipping his perform action step.

Martok then moves the NeghVar within range 1 of the Mahtha. Can the Mahtha be given a free action from Martok's ability, since the free action occurs after martok's move and not during the perform action phase Nudaq skipped?

At Last night's event I ruled that he could. wanted to check up
Andrew Parks 13591712

bigrayalbright wrote:

Martok (not the LE) interaction question

Nudaq is captaining the Mahtha, and runs over a debris field, thereby skipping his perform action step.

Martok then moves the NeghVar within range 1 of the Mahtha. Can the Mahtha be given a free action from Martok's ability, since the free action occurs after martok's move and not during the perform action phase Nudaq skipped?

At Last night's event I ruled that he could. wanted to check up


I believe we clarified at some point that if you ran over an obstacle you could not perform any Actions that round, including free Actions. I will add this to the FAQ as seems like an important issue.

Andrew
Smaawg 13592451

Andrew Parks wrote:

wrabbit37 wrote:

Can Mirok, the Romulan Captain, repair a critical hit to your ship? If his ship gets a Warp Core Breach, for example, can he repair that without using the Action listed?


Yes and yes.


Follow up to this question. If I have 1 crit and 2 hull damage, can I choose to repair the crit first and then the hull damage?
Andrew Parks 13592527

Smaawg wrote:

Andrew Parks wrote:

wrabbit37 wrote:

Can Mirok, the Romulan Captain, repair a critical hit to your ship? If his ship gets a Warp Core Breach, for example, can he repair that without using the Action listed?


Yes and yes.


Follow up to this question. If I have 1 crit and 2 hull damage, can I choose to repair the crit first and then the hull damage?


Yes.
Mordaenor 13595236
Another "Cheat Death" scenario:

I am one point away from destruction, and take a critical hit. The card drawn: Injured Captain, which prevents Elite Talents.

Which triggers first? The Critcal Effect, denying me the ability to save my ship, or the destruction of my ship, which I can swoop in and save with my Elite Talent?

Really, I suppose the question could be broadened to
"Does a Critical Hit apply its effect before it destroys a ship?"
PenguinBonaparte 13595684
I'd say yes, since you've got to blow up before using the action and the damage card and the effect it contains are a single object.
Andrew Parks 13596317
I believe we answered this somewhere on one of these threads, and I think the answer was that the Injured Captain effect prevented Cheat Death from being played.
Chance Gardener 13596703
I recall that that was the decision about an injured captain.

I've a question of Montgomery Scott.
His card says:

ACTION: Disable 2 of your Shields in order to gain +2 attack die this round.
- OR -
Repair 1 Shield token and reduce your total attack dice by 2 this round.


Does this mean that if you are down to just 1 shield, Scotty cannot provide you with +2 attack die?
Or does it mean that if you only have 1 shield, he can only provide you with +1 attack die?
Or does it mean you have to disable at least 2 shields, and if you have 2 shields or 1 shield, Scotty can provide you with +2 attack die?
And finally, does it mean that if you have no shields left, Scotty cannot provide you with any extra attack die until you repair at least 1 shield?

Andrew Parks 13596922

Chance Gardener wrote:

I recall that that was the decision about an injured captain.

I've a question of Montgomery Scott.
His card says:

ACTION: Disable 2 of your Shields in order to gain +2 attack die this round.
- OR -
Repair 1 Shield token and reduce your total attack dice by 2 this round.


1. Does this mean that if you are down to just 1 shield, Scotty cannot provide you with +2 attack die?

2. Or does it mean that if you only have 1 shield, he can only provide you with +1 attack die?

3. Or does it mean you have to disable at least 2 shields...

4. ...and if you have 2 shields or 1 shield, Scotty can provide you with +2 attack die?

5. And finally, does it mean that if you have no shields left, Scotty cannot provide you with any extra attack die until you repair at least 1 shield?



I numbered your questions to answer them more easily.

1. Yes

2. No (He can't provide you with any attack dice)

3. Yes

4. No (You need 2 Shields)

5. No (You need 2 Shields)

Most questions like this can be answered by reading the "Disabled Shields" section on page 19.

In a nutshell, if something requires you to disable a specific number of shields, you must disable that many in order to use the ability.

Conversely, if something requires you to disable "all remaining shields," then you don't need to have any active shields to use that ability.

Cloaking is an exception. It requires you to have at least 1 Active Shield. If you do, you must then disable all of your Shields to Cloak.

Page 19 also provides some examples.

Andrew
Chance Gardener 13598480
If I have the FDB talent card on the Enterprise-D, can I add the +1 attack die to the 360 firing arc attack, and would that be only if I do the attack in the forward 180 arc?
Or does the text only apply to the Primaries?

All Forward Disruptor Banks card:
Action: Disable this card to add +1 attack die to an attack in your forward firing arc this round.
traitorarmor 13598544

Chance Gardener wrote:

If I have the FDB talent card on the Enterprise-D, can I add the +1 attack die to the 360 firing arc attack, and would that be only if I do the attack in the forward 90 arc?
Or does the text only apply to the Primaries?

All Forward Disruptor Banks card:
Action: Disable this card to add +1 attack die to an attack in your forward firing arc this round.


First the Enterprise D only has a 90° front firing arc.

But to your question, no, 'All Forward Disruptor Banks' would not work with the Enterprise D's 360° ability if used outside the forward firing arc.

The Enterprise's 360° attack is still a primary weapon (already clarified for us), if that was an additional question though.

'All Forward Disruptor Banks' would work with any attack (with the exception of a non-normal attack similar to the mines, I believe) from the forward firing arc.....primary or secondary.
Chance Gardener 13598830
So the ability for the FDB card only acts on the ship's base forward firing arc, not for any additional firing arc an ability gives them.
So the 360 degree firing ability the Enterprise D has doesn't convert to a 180 degree forward firing arc for the FDB card text.

Understood. Thanks.

But I can still use if for the 90 degree firing arc
Excellent.
AJWalker65 13600680
1. Can Data's ship perform an Evasive Maneuvers Action before using Data's Action (for example, by using Picard)?

No, Data's Action cannot be used during the same turn his ship uses the Evasive Maneuvers Action.


This is where I'm still fuzzy. I understand I can't place two evasive maneuver tokens due to the above stated rule, but what about a Picard placing a Battle Stations token and then using Data to place an evade?

I know the Rule Book says a ship can only perform one action, but, and maybe it's me, it reads like my ship has an action but then my captain and crew might also be able to take an action so long as it's not the same action?

Am I over thinking this?
delta_angelfire 13600745
Data's text is an action that specifically states you "cannot perform the evasive maneuvers actions this turn". That is the only specific case in this ruling. you can target lock or battlestations or whatever you want with your second action as long as it's not evasive maneuvers (or trying to activate data again).

Don't separate "ship" and "crew" actions. it's just "actions"
gingerbear 13602720
Hi,
I'm looking for alternate set up rules for smaller play areas for the month 2 op event. I want to make sure everything is correct to avoid mass confusion when the game starts.

thanks
delta_angelfire 13602959
In the core set, "O'Brien" is a unique crew upgrade.

In the Defiant expansion, it appears that "Miles O'Brien" is also a unique crew upgrade.

since they technically do not have the same name, can I use both "Miles O'Brien" and "O'Brien" in the same build?
traitorarmor 13603032

delta_angelfire wrote:

In the core set, "O'Brien" is a unique crew upgrade.

In the Defiant expansion, it appears that "Miles O'Brien" is also a unique crew upgrade.

since they technically do not have the same name, can I use both "Miles O'Brien" and "O'Brien" in the same build?


I think they are both named 'Miles O'Brian'



drscottkelly 13603044

delta_angelfire wrote:

In the core set, "O'Brien" is a unique crew upgrade.

In the Defiant expansion, it appears that "Miles O'Brien" is also a unique crew upgrade.

since they technically do not have the same name, can I use both "Miles O'Brien" and "O'Brien" in the same build?


They are still the same character, which is the spirit of what the unique rule is there to represent
delta_angelfire 13603121

traitorarmor wrote:


I think they are both named 'Miles O'Brien'

Ah it is indeed. Just pulled out my own copy. the spoiler information I got off hcrealms had it named incorrectly, will have to fix that!
Chance Gardener 13603129
I do seem to recall that this was covered using Martok as an example.
When the next wave comes out, there'll be 2 Martok captains available.

Only 1 can be used per fleet.
traitorarmor 13603214

delta_angelfire wrote:

traitorarmor wrote:


I think they are both named 'Miles O'Brien'

Ah it is indeed. Just pulled out my own copy. the spoiler information I got off hcrealms had it named incorrectly, will have to fix that!


That is a blatant lie, sir!!!!

And it has nothing to do with me editing in his name the second you posted the question!!! To even suggest such a thing!!!

THE NERVE!

whistle





Chance Gardener wrote:

I do seem to recall that this was covered using Martok as an example.
When the next wave comes out, there'll be 2 Martok captains available.

Only 1 can be used per fleet.


Delta was asking because of the perceived name difference......in Heroclix (another WK game) the names such as 'The Mighty Thor' and 'Thor' are not the same thing for some things like split/merging requirements.
Chance Gardener 13604680
Well that does make sense, but I'm still pretty certain you can only have 1 named iteration of a character per fleet.

Though I wonder if it'd be weird to have Kor, the Dahar master, and the generic Klingon captain who we all know as Kor (aka the "original" Balthazar)in the same fleet.

The Dahar master should give a +2 to agility at least.
Kusig 13605844
Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?

Andrew Parks 13607827

Kusig wrote:

Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?



1. As per the rulebook (page 23), as long as the ship vacates the Minefield Token on the next round, it does not suffer any penalty. If it has trouble getting off (e.g. because it bumped another ship on the way out), it suffers the penalty once again.

2. Yes, as long as the Kraxon has both target ships in its forward firing arc (not difficult with its 180˚ firing arc). Also, keep in mind that the Kraxon will end up with 2 Auxiliary Power Tokens. She'll be running on fumes!

Andrew
gordash 13608006
Continuing with Antimatter mines questions, does enter mean that a ship has to physically touch/be on top of the mines, or do the mines trigger when the ship moves through the mines as well?
TheWaspinator 13608412
Are we allowed to look at face-down damage cards?
Andrew Parks 13608656

gordash wrote:

Continuing with Antimatter mines questions, does enter mean that a ship has to physically touch/be on top of the mines, or do the mines trigger when the ship moves through the mines as well?


As per the rulebook (page 23), the mines trigger if either your maneuver template or ship base touch the Minefield Token.
Andrew Parks 13608658

TheWaspinator wrote:

Are we allowed to look at face-down damage cards?


No.
Chance Gardener 13609006
I've a question regarding the I.R.W. Valdore's text ability.

If you perform a Green Maneuver, add +1 attack die for the remainder of this round.

If the Green Maneuver causes the Valdore to bump into a ship or obstacle, I know the action is lost, but does that cause the loss of the +1 bonus on a bump?

I'm assuming it doesn't, but it came up in a recent practice match and I wanted to clarify.
Andrew Parks 13609087

Chance Gardener wrote:

I've a question regarding the I.R.W. Valdore's text ability.

If you perform a Green Maneuver, add +1 attack die for the remainder of this round.

If the Green Maneuver causes the Valdore to bump into a ship or obstacle, I know the action is lost, but does that cause the loss of the +1 bonus on a bump?

I'm assuming it doesn't, but it came up in a recent practice match and I wanted to clarify.


No.
csimian 13617537

Andrew Parks wrote:

Kusig wrote:

Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?



1. As per the rulebook (page 23), as long as the ship vacates the Minefield Token on the next round, it does not suffer any penalty. If it has trouble getting off (e.g. because it bumped another ship on the way out), it suffers the penalty once again.

2. Yes, as long as the Kraxon has both target ships in its forward firing arc (not difficult with its 180˚ firing arc). Also, keep in mind that the Kraxon will end up with 2 Auxiliary Power Tokens. She'll be running on fumes!

Andrew


Cloaked Mines

Since on page 18 "Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules" And Cloaked mines states:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Does this mean if an enemy ship hits the mine token, it will be attacked. And the following turn it moves again and passes within Range 1. It would be attacked again?
csimian 13617653
Elite Attack Dice and Mines

Antimatter Mines:

Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


Cloaked Mines:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Elite Attack Dice:

Once during every round, a player may choose to exchange 1 of their attack dice with the Elite Attack Die. Players may not roll this die more than once per round, regardless of how many ships they have in their fleet.


So if an opponent is about to be hit by mines that were placed in a previous round, it looks like you can use Elite Attack Dice to replace one of the attack dice the mine will roll that turn. Is that correct?
Chance Gardener 13618562
I don't think that is the case with the EAD.
The mines are an automatic attack, like when you run into an obstacle, or the text on the crit hit cards that say roll an attack die for damage.

I don't think you can use the EAD for the minefields, cloaked or otherwise.
I think it only applies to ship attacks.
prydain 13619354
We have been using the EAD for the dropped anti matter mines if we drop it directly on a ship because it is an "attack" and different than an obstacle. Since it serves as an attack when you first use the card (and prevents me from making an attack with my primary weapon for example) I would hope you could use the EAD for those Federation mines when they are first dropped on an enemy ship. Not sure for the subsequent turns though...
I guess I'm wondering if dropping the mines on an enemy ship can count as a ship attack and thus use the EAD.
Andrew, please clarify- thank you!
kemikos 13620382
I don't know; the rules text states "...You may choose to substitute the EAD for one of your attack dice this round..."

It doesn't specify that they have to be used for a ship attack. As written, it seems to say that you can substitute for any one attack die (that you roll, as opposed to one your opponent rolls) per round, which would include mines, ship abilities like the Negh'Var's, and so on...
Tacullu64 13621253

prydain wrote:

We have been using the EAD for the dropped anti matter mines if we drop it directly on a ship because it is an "attack" and different than an obstacle. Since it serves as an attack when you first use the card (and prevents me from making an attack with my primary weapon for example) I would hope you could use the EAD for those Federation mines when they are first dropped on an enemy ship. Not sure for the subsequent turns though...
I guess I'm wondering if dropping the mines on an enemy ship can count as a ship attack and thus use the EAD.
Andrew, please clarify- thank you!


I don't know if it is right or wrong but this is how we have been playing it too.
Andrew Parks 13621903

csimian wrote:

Andrew Parks wrote:

Kusig wrote:

Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?



1. As per the rulebook (page 23), as long as the ship vacates the Minefield Token on the next round, it does not suffer any penalty. If it has trouble getting off (e.g. because it bumped another ship on the way out), it suffers the penalty once again.

2. Yes, as long as the Kraxon has both target ships in its forward firing arc (not difficult with its 180˚ firing arc). Also, keep in mind that the Kraxon will end up with 2 Auxiliary Power Tokens. She'll be running on fumes!

Andrew


Cloaked Mines

Since on page 18 "Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules" And Cloaked mines states:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Does this mean if an enemy ship hits the mine token, it will be attacked. And the following turn it moves again and passes within Range 1. It would be attacked again?


This would work similar to the Antimatter Mines, but with a wider range. If you ended movement within Range 1 of the Minefield Token on one turn, you would roll the damage. If you moved out of the damage area the next turn, you would not roll damage.
Andrew Parks 13621918

csimian wrote:

Elite Attack Dice and Mines

Antimatter Mines:

Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


Cloaked Mines:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Elite Attack Dice:

Once during every round, a player may choose to exchange 1 of their attack dice with the Elite Attack Die. Players may not roll this die more than once per round, regardless of how many ships they have in their fleet.


So if an opponent is about to be hit by mines that were placed in a previous round, it looks like you can use Elite Attack Dice to replace one of the attack dice the mine will roll that turn. Is that correct?


As others have mentioned (and similar to other effects), you would only be able to use the EAD on the turn you dropped Antimatter Mines directly on top of someone. For the Cloaked Mines, or the Antimatter Mines on future turns, you would not use the EAD.

Andrew
eldurand 13625061
Not sure if this has already been asked/answered (I searched and could not find it), but I have a question about the Apnex's action:

Action (once/game): Every ship at range 1 sustains 1 damage (including this ship). During the Planning Phase this ship must choose a '1' Maneuver (forward, bank or turn) for the rest of the game.

I take it to mean 1 damage, exactly as if it were rolled, meaning that if a ship has any shields remaining and active they would absorb this hit. Another player said he thought the Apnex's hits bypassed shields and went straight to the hull. Which is correct?

And BTW, thanks for designing an awesome game! My daughter, my son and I are enjoying it tremendously!

jonnyd76 13625164

eldurand wrote:

Not sure if this has already been asked/answered (I searched and could not find it), but I have a question about the Apnex's action:

Action (once/game): Every ship at range 1 sustains 1 damage (including this ship). During the Planning Phase this ship must choose a '1' Maneuver (forward, bank or turn) for the rest of the game.

I take it to mean 1 damage, exactly as if it were rolled, meaning that if a ship has any shields remaining and active they would absorb this hit. Another player said he thought the Apnex's hits bypassed shields and went straight to the hull. Which is correct?

And BTW, thanks for designing an awesome game! My daughter, my son and I are enjoying it tremendously!



It is exactly as quoted, 1 damage (can be inflicted on an enabled shield) to each ship.
Andrew Parks 13627024

eldurand wrote:

Not sure if this has already been asked/answered (I searched and could not find it), but I have a question about the Apnex's action:

Action (once/game): Every ship at range 1 sustains 1 damage (including this ship). During the Planning Phase this ship must choose a '1' Maneuver (forward, bank or turn) for the rest of the game.

I take it to mean 1 damage, exactly as if it were rolled, meaning that if a ship has any shields remaining and active they would absorb this hit. Another player said he thought the Apnex's hits bypassed shields and went straight to the hull. Which is correct?

And BTW, thanks for designing an awesome game! My daughter, my son and I are enjoying it tremendously!



Jon is correct. It's just a normal damage and doesn't bypass shields.

Glad to hear your family is having such a good time!

Andrew
eldurand 13629165

Andrew Parks wrote:



Jon is correct. It's just a normal damage and doesn't bypass shields.

Glad to hear your family is having such a good time!

Andrew


Thanks Jon and Andrew!
csimian 13630097
Cheat Death and Tokens

When your cloaked ship that has a battlestations and a scan token next to it is destroyed and your captain has the Cheat Death Elite Talent; do the tokens remain in play and the ship remain cloaked?
hazzmatt00 13630532
Hey Andrew! Thanks for making such an awesome game!!! Thanks for taking all these questions as well! I had two questions about squad building for you.
1: in page twenty one of the rule book it states that"if all players agree than each player may play with ships from multiple factions. Players may even combine captains and upgrades from multiple factions on the same ship if they are willing to pay the faction penalty..." Now does this mean that Kahn and any other independent captains in the future cannot be played if all players don't agree to mix factions?
2: i'm assuming that the independent factions always incur a penalty in cost because they don't have any ship of there faction. Someone suggested to me they don't get one because they are "independent". I didn't think so, but now I have that tiny seed of doubt I'm my mind, and if nothing else we'll have a disagreement every time we play.
Thanks again Andrew! I'm addicted to this game!
eldurand 13630606
One more question from a newcomer to the game, please:

This may be an obvious one, but I'd like a clarification on the following. In a game last night, it was argued that overlapping means that a ship cannot perform an action, but that a free action from a captain (Picard) was allowed, since the overlap rule states: Skip this ship's perform action steps. Since the free action was not coming from the ship itself, it should be allowed.

Based on my reading of the FAQ (5. If a ship overlaps another ship or obstacle, can it still perform free Actions? No. A ship that loses the ability to perform Actions also loses the ability to perform free Actions.) it seems to me that it does not matter where the actions are coming from, an overlapped ships gets NO actions that turn. I take it that since the ship has to skip the perform action step, it is irrelevant where the actions come from.

Which interpretation is correct? Thanks!

Andrew Parks 13631070

csimian wrote:

Cheat Death and Tokens

When your cloaked ship that has a battlestations and a scan token next to it is destroyed and your captain has the Cheat Death Elite Talent; do the tokens remain in play and the ship remain cloaked?


Correct.
Andrew Parks 13631084

hazzmatt00 wrote:

Hey Andrew! Thanks for making such an awesome game!!! Thanks for taking all these questions as well! I had two questions about squad building for you.
1: in page twenty one of the rule book it states that"if all players agree than each player may play with ships from multiple factions. Players may even combine captains and upgrades from multiple factions on the same ship if they are willing to pay the faction penalty..." Now does this mean that Kahn and any other independent captains in the future cannot be played if all players don't agree to mix factions?
2: i'm assuming that the independent factions always incur a penalty in cost because they don't have any ship of there faction. Someone suggested to me they don't get one because they are "independent". I didn't think so, but now I have that tiny seed of doubt I'm my mind, and if nothing else we'll have a disagreement every time we play.
Thanks again Andrew! I'm addicted to this game!


1. Correct, although I assume most groups will make exceptions for the Independents (Khan, Cyrano Jones, etc.)

2. Independent is a Faction, so they incur a penalty.

Andrew
Andrew Parks 13631096

eldurand wrote:

One more question from a newcomer to the game, please:

This may be an obvious one, but I'd like a clarification on the following. In a game last night, it was argued that overlapping means that a ship cannot perform an action, but that a free action from a captain (Picard) was allowed, since the overlap rule states: Skip this ship's perform action steps. Since the free action was not coming from the ship itself, it should be allowed.

Based on my reading of the FAQ (5. If a ship overlaps another ship or obstacle, can it still perform free Actions? No. A ship that loses the ability to perform Actions also loses the ability to perform free Actions.) it seems to me that it does not matter where the actions are coming from, an overlapped ships gets NO actions that turn. I take it that since the ship has to skip the perform action step, it is irrelevant where the actions come from.

Which interpretation is correct? Thanks!



No actions, period, including free actions, may be performed by that ship, no matter where the actions are coming from.
hazzmatt00 13631343
Thank you for the clarification Andrew! Yeah we have been making exceptions when we play faction locked for Kahn and the other indies. Thanks again for the awesome game!¡!¡!
Matt
adorablerocket 13631708

Andrew Parks wrote:

eldurand wrote:

One more question from a newcomer to the game, please:

This may be an obvious one, but I'd like a clarification on the following. In a game last night, it was argued that overlapping means that a ship cannot perform an action, but that a free action from a captain (Picard) was allowed, since the overlap rule states: Skip this ship's perform action steps. Since the free action was not coming from the ship itself, it should be allowed.

Based on my reading of the FAQ (5. If a ship overlaps another ship or obstacle, can it still perform free Actions? No. A ship that loses the ability to perform Actions also loses the ability to perform free Actions.) it seems to me that it does not matter where the actions are coming from, an overlapped ships gets NO actions that turn. I take it that since the ship has to skip the perform action step, it is irrelevant where the actions come from.

Which interpretation is correct? Thanks!



No actions, period, including free actions, may be performed by that ship, no matter where the actions are coming from.


What if another ship/captain grants actions? I'm thinking of Martok.
traitorarmor 13631772

adorablerocket wrote:

What if another ship/captain grants actions? I'm thinking of Martok.


In this case Martok is just another source.

Andrew touched on it elsewhere (possibly this thread, somewhere).....Martok 's granted action does not get around this.


Now that is for 'performing' an action, if the wording were 'assign' x action (like Fel in X-Wing) that would possibly/probably be different.
eldurand 13632198

Andrew Parks wrote:

eldurand wrote:

One more question from a newcomer to the game, please:

This may be an obvious one, but I'd like a clarification on the following. In a game last night, it was argued that overlapping means that a ship cannot perform an action, but that a free action from a captain (Picard) was allowed, since the overlap rule states: Skip this ship's perform action steps. Since the free action was not coming from the ship itself, it should be allowed.

Based on my reading of the FAQ (5. If a ship overlaps another ship or obstacle, can it still perform free Actions? No. A ship that loses the ability to perform Actions also loses the ability to perform free Actions.) it seems to me that it does not matter where the actions are coming from, an overlapped ships gets NO actions that turn. I take it that since the ship has to skip the perform action step, it is irrelevant where the actions come from.

Which interpretation is correct? Thanks!



No actions, period, including free actions, may be performed by that ship, no matter where the actions are coming from.


Thanks Andrew!
JustinKase 13632449
If a player wins initiative because they have lower squad points, and have 2 captains of the same skill but are from different factions, does that plate get to choose which one to move first/fire first, or do they have to follow the faction order at that point?

Such as Picard and Gen Con Khan in the same force, but coming in at 2 squad points less than their opponent.

thanks!
Andrew Parks 13632470
Since they're from different Factions, you have to follow the faction order.
drporter 13632655
Kraxon: "Whenever a friendly ship within Range 1 of your ship receives damage, you may transfer any amount of damage to your own shields, if possible"

Ok, assume a friendly ship within range one of the Kraxon takes two uncancelled "regular hits" and one uncancelled critical hit.

1) Can the target ship take the two "regular hits" and transfer the critical to the Kraxon?

Or, 2) does the Kraxon have to transfer all three to be able to transfer the crit?

I (and others on this site) thought it was the first method, but can you confirm? Thanks!

Thanks for the help!
JustinKase 13632730
Many thanks Andrew!
Andrew Parks 13632771

drporter wrote:

Kraxon: "Whenever a friendly ship within Range 1 of your ship receives damage, you may transfer any amount of damage to your own shields, if possible"

Ok, assume a friendly ship within range one of the Kraxon takes two uncancelled "regular hits" and one uncancelled critical hit.

1) Can the target ship take the two "regular hits" and transfer the critical to the Kraxon?

Or, 2) does the Kraxon have to transfer all three to be able to transfer the crit?

I (and others on this site) thought it was the first method, but can you confirm? Thanks!

Thanks for the help!


It's #1.
drporter 13632928
Thanks, Andrew! I just wanted to say thank you for such a fun game! I really enjoy it!!!
Godzillafreak01 13634261
Andrew,

This rather odd question came up in my OP month 1 tournament.

My opponent and I were both going straight for DS9, and my opponent does his awesome Klingon combo with the "klingon Boarding Party" action so all of my guys on my one ship got "disabled."

now at this point we look at it as kind of an "auxiliary power" token of sorts. We know that you can acquire multiple auxiliary power tokens through critical hits or various effects...

So next maneuver, I decide to move into range of DS9 and "disable" my already "disabled" cards to beam onto DS9...

Can I do that?

We were very confused as to if this was possible. What we ended up doing was allowing this to be possible, BUT if I was to beam them back onto their ship I would need to take multiple actions to remove the multiple "disabled" tokens.

Is this a fair assessment of how this might work? Or can a crew or captain upgrade ONLY EVER have 1 "Disabled" token on it?

Just thought this was interesting enough to add to the overall FAQ.
Andrew Parks 13634581
This works differently than Auxiliary Power Tokens.

If a card is disabled, it cannot be disabled again. So if the Klingon Boarding Party disables your Crew, you cannot beam them onto DS9.

Andrew
hairToday 13635132
Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.

If a ship cloaks as its action, and then is given a second action- say, from Picard or Martok- can it sensor echo? My instinct is yes, but the rulebook mentions 'a previous turn' in its phrasing.

If a player has multiple ships of the same pilot skill and faction, is there a hard-and-set order they should move/fire those ships in? Or can they move/fire the ships in any order they like? What order should I move my swarms of skill 1 goobers in?

You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?
csimian 13636130

JustinKase wrote:

If a player wins initiative because they have lower squad points, and have 2 captains of the same skill but are from different factions, does that plate get to choose which one to move first/fire first, or do they have to follow the faction order at that point?

Such as Picard and Gen Con Khan in the same force, but coming in at 2 squad points less than their opponent.

thanks!


Andrew Parks wrote:

Since they're from different Factions, you have to follow the faction order.


Keep in mind it is the faction of the ship that matters here, not the faction of the captain.
Roynaldo 13636473
Hey Andrew i have a few questions that could use some clarification

1) If i use suicide attack against a ship that is cloaked, does that ship roll the 4 extra dice?

2) If a ship uses suicide attack with cheat death will the ship come back with full shields (assuming it didnt recieve any damage) and will that ship be able to attack that turn?

3) If a ship uses an energy dissipator for a counter attack and hits will that ship be able to attack again?

4) If i understand the tournament rules right if i use suicide attack and my ship doesnt revive my opponent will get points for that ship even though they didnt destroy it.

Suicide Attack
ACTION: At the end of the activation phase, you must make a 1^ maneuver and place an Auxilary Power Token beside your ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack.


Counter Attack
ACTION: Once per turn if your ship's shields or hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. you may not make this attack if your ship was destroyed.

davedujour 13636661

Roynaldo wrote:


4) If i understand the tournament rules right if i use suicide attack and my ship doesnt revive my opponent will get points for that ship even though they didnt destroy it.


I suspect this is a yes, since the enemy gets points if you fly your ship off the edge of the board too.
unstablist 13637174
Definite yes, the rules state that the points for the loser of the game are calculated as 100-the value of ships+upgrades still in play. So if you take command tokens or elite attack die you are handing your opponent 5pts.
Tacullu64 13637560

Andrew Parks wrote:

fastback64 wrote:

A question on fleet points when time is up came up last night. When totalling up fleet points, the rule is "Fleet Points are equal to the current month's maximum Fleet Build number MINUS the number of SP left in your opponent's surviving fleet." The question was does a resource (i.e. Elite Attack Die) count towards your surviving fleet SP total.

So, If my surviving fleet total is 45 with 5 SP resource, my opponent would have 55 fleet points.

My opponent's surviving fleet total is 42 but no resource, I would get 58 fleet points and win when time was up.

If the resource does not count, then my surviving fleet would be 40 my opponent would have 60 fleet points and I would lose.


Yes it counts.


Per above resources do not automatically give your opponent their points, he needs to destroy your entire fleet.
Godzillafreak01 13638050
Andrew, thanks for the clarification of the Disabled tokens!

agashamirv 13639242
The Energy Dampening Token says:
1. As soon as the ship receives the EDT, disable all of its remaining Shields and remove its [cloak] token, if any.

This is different wording than dropping your cloak. Does this mean the ship loses all the extra green dice until it re-cloaks?


Thanks for all your answers, and thanks for making X Wing even better (by making it Attack Wing).

KenObiWanabi 13639350
Question regarding performing a free action:

This came up last night in a casual game. When Martok allows a friendly ship to perform a free action, are the free actions limited to the actions in the ship's action bar, or could they perform an action that a crew member or ship special ability allows? For example:

Martok is on the Maht-H'a, and he has Nu'Daq on the Negh'Var and Gowron on a Vor'Cha class both at range 2 from the Maht-H'a. Assuming that neither the Negh'Var's ability nor Gowron's ability were used during their perform action step, could Martok allow the use of the Negh'Var ability or Gowron's ability as the free action? (Assuming of course that the Negh'Var and Vor'Cha ships didn't overlap or can't perform actions for any other reason.)

I thought it was allowed, but another player disagreed because page 12 of the rule book reads "Some card abilities include the 'Action:' header. A ship may resolve this ability during it's 'Perform Action' step." It seems to me that a free action is any available action that hasn't already been performed.

What's the correct ruling?
Mordaenor 13639666

KenObiWanabi wrote:

Question regarding performing a free action:

This came up last night in a casual game. When Martok allows a friendly ship to perform a free action, are the free actions limited to the actions in the ship's action bar, or could they perform an action that a crew member or ship special ability allows? For example:

Martok is on the Maht-H'a, and he has Nu'Daq on the Negh'Var and Gowron on a Vor'Cha class both at range 2 from the Maht-H'a. Assuming that neither the Negh'Var's ability nor Gowron's ability were used during their perform action step, could Martok allow the use of the Negh'Var ability or Gowron's ability as the free action? (Assuming of course that the Negh'Var and Vor'Cha ships didn't overlap or can't perform actions for any other reason.)

I thought it was allowed, but another player disagreed because page 12 of the rule book reads "Some card abilities include the 'Action:' header. A ship may resolve this ability during it's 'Perform Action' step." It seems to me that a free action is any available action that hasn't already been performed.

What's the correct ruling?


Martok's ability would allow any action available to the target ship to be used. This includes actions granted by Upgrades.
davedujour 13640406

agashamirv wrote:

The Energy Dampening Token says:
1. As soon as the ship receives the EDT, disable all of its remaining Shields and remove its [cloak] token, if any.

This is different wording than dropping your cloak. Does this mean the ship loses all the extra green dice until it re-cloaks?


Yes, the ship is no longer cloaked and loses those 4 extra defense dice and the Sensor Echo action. As opposed to "coming out of cloak", which is what the red side means.

This is why the ED is brutal against cloaked ships, but it's only Range 1 and only 3 attack dice. The cloaked ship still gets 5 or 6 defense dice against the attack (and possibly an evade token or two). But if it hits.....
Reklawyad 13641004

davedujour wrote:

agashamirv wrote:

The Energy Dampening Token says:
1. As soon as the ship receives the EDT, disable all of its remaining Shields and remove its [cloak] token, if any.

This is different wording than dropping your cloak. Does this mean the ship loses all the extra green dice until it re-cloaks?


Yes, the ship is no longer cloaked and loses those 4 extra defense dice and the Sensor Echo action. As opposed to "coming out of cloak", which is what the red side means.

This is why the ED is brutal against cloaked ships, but it's only Range 1 and only 3 attack dice. The cloaked ship still gets 5 or 6 defense dice against the attack (and possibly an evade token or two). But if it hits.....


It's brutal against ANY ship, especially one that has very little agility to begin with.
Mordaenor 13641082

Andrew Parks wrote:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.


Is this different from Sulu's ability? His text says "Add 2 to your Agility for the rest of this round" not "Add 2 Defense Dice for the round."
Andrew Parks 13641643

hairToday wrote:

Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

1. You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.

2. If a ship cloaks as its action, and then is given a second action- say, from Picard or Martok- can it sensor echo? My instinct is yes, but the rulebook mentions 'a previous turn' in its phrasing.

3. If a player has multiple ships of the same pilot skill and faction, is there a hard-and-set order they should move/fire those ships in? Or can they move/fire the ships in any order they like? What order should I move my swarms of skill 1 goobers in?

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


1. I am not sure. A WizKids rep would need to answer this. I am unfortunately not an expert on the tournament rules.

2. Yes. The "e.g." in parentheses means "for example".

3. As per page 9 (bottom), he may activate them in the order of his choosing, and attack with them in the order of his choosing.

4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.

Andrew Parks 13641679

Roynaldo wrote:

Hey Andrew i have a few questions that could use some clarification

1) If i use suicide attack against a ship that is cloaked, does that ship roll the 4 extra dice?

2) If a ship uses suicide attack with cheat death will the ship come back with full shields (assuming it didnt recieve any damage) and will that ship be able to attack that turn?

3) If a ship uses an energy dissipator for a counter attack and hits will that ship be able to attack again?

4) If i understand the tournament rules right if i use suicide attack and my ship doesnt revive my opponent will get points for that ship even though they didnt destroy it.

Suicide Attack
ACTION: At the end of the activation phase, you must make a 1^ maneuver and place an Auxilary Power Token beside your ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack.


Counter Attack
ACTION: Once per turn if your ship's shields or hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. you may not make this attack if your ship was destroyed.



1. Yes

2. Yes and yes. Cheat Death only deals with the Hull.

3. Yes.

4. Correct.
Andrew Parks 13641705

agashamirv wrote:

The Energy Dampening Token says:
1. As soon as the ship receives the EDT, disable all of its remaining Shields and remove its [cloak] token, if any.

This is different wording than dropping your cloak. Does this mean the ship loses all the extra green dice until it re-cloaks?


Thanks for all your answers, and thanks for making X Wing even better (by making it Attack Wing).



1. Correct. Losing your Cloak Token is much worse than flipping it after firing.

Glad you're having fun!

Andrew

Andrew Parks 13641721

KenObiWanabi wrote:

Question regarding performing a free action:

This came up last night in a casual game. When Martok allows a friendly ship to perform a free action, are the free actions limited to the actions in the ship's action bar, or could they perform an action that a crew member or ship special ability allows? For example:

Martok is on the Maht-H'a, and he has Nu'Daq on the Negh'Var and Gowron on a Vor'Cha class both at range 2 from the Maht-H'a. Assuming that neither the Negh'Var's ability nor Gowron's ability were used during their perform action step, could Martok allow the use of the Negh'Var ability or Gowron's ability as the free action? (Assuming of course that the Negh'Var and Vor'Cha ships didn't overlap or can't perform actions for any other reason.)

I thought it was allowed, but another player disagreed because page 12 of the rule book reads "Some card abilities include the 'Action:' header. A ship may resolve this ability during it's 'Perform Action' step." It seems to me that a free action is any available action that hasn't already been performed.

What's the correct ruling?


You were correct. Martok lets you do anything you haven't done already.
csimian 13641728

Andrew Parks wrote:

hairToday wrote:

Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

1. You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.

2. If a ship cloaks as its action, and then is given a second action- say, from Picard or Martok- can it sensor echo? My instinct is yes, but the rulebook mentions 'a previous turn' in its phrasing.

3. If a player has multiple ships of the same pilot skill and faction, is there a hard-and-set order they should move/fire those ships in? Or can they move/fire the ships in any order they like? What order should I move my swarms of skill 1 goobers in?

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


1. I am not sure. A WizKids rep would need to answer this. I am unfortunately not an expert on the tournament rules.

2. Yes. The "e.g." in parentheses means "for example".

3. As per page 9 (bottom), he may activate them in the order of his choosing, and attack with them in the order of his choosing.

4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.



2. Picard will not let you Cloak or Sensor Echo. He only lets you do a BattleStations, Target Lock, Scan, or Evade. IIRC
Andrew Parks 13641732

Mordaenor wrote:

Andrew Parks wrote:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.


Is this different from Sulu's ability? His text says "Add 2 to your Agility for the rest of this round" not "Add 2 Defense Dice for the round."


Adding Agility is different than adding dice. The ship's Agility score is actually 2 points higher for the rest of the round.
Andrew Parks 13641741

csimian wrote:

Andrew Parks wrote:

hairToday wrote:

Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

1. You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.

2. If a ship cloaks as its action, and then is given a second action- say, from Picard or Martok- can it sensor echo? My instinct is yes, but the rulebook mentions 'a previous turn' in its phrasing.

3. If a player has multiple ships of the same pilot skill and faction, is there a hard-and-set order they should move/fire those ships in? Or can they move/fire the ships in any order they like? What order should I move my swarms of skill 1 goobers in?

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


1. I am not sure. A WizKids rep would need to answer this. I am unfortunately not an expert on the tournament rules.

2. Yes. The "e.g." in parentheses means "for example".

3. As per page 9 (bottom), he may activate them in the order of his choosing, and attack with them in the order of his choosing.

4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.



2. Picard will not let you Cloak or Sensor Echo. He only lets you do a BattleStations, Target Lock, Scan, or Evade. IIRC


Correct, I was thinking of Martok. Picard blinded me with his shiny head.
Magius 13641827

Andrew Parks wrote:

hairToday wrote:

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.


Not to be pedantic, but I think the question is, specifically, if a Captain is disabled in the Movement/Activation phase of the game by a skill 2+ Captain (in this case, Weyoun at skill six being disabled by using his ability to prevent a Skill 3 captain from using an Assassin card on one of his crew), when do they act? Does the now Skill one ship activate immediately, wait until initiative 6 to move (as per the original Captain skill), or is the ship skipped over since Skill 1 ships have already activated (as I have seen a few other games do in this kind of situation).
I'm leaning toward option one, as that ship is now the lowest Skill non-activated ship, but it would be nice to get an official ruling on this (especially as there are a number of cards coming out now that Disable captains).
csimian 13641850

Magius wrote:

Andrew Parks wrote:

hairToday wrote:

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.


Not to be pedantic, but I think the question is, specifically, if a Captain is disabled in the Movement/Activation phase of the game by a skill 2+ Captain (in this case, Weyoun at skill six being disabled by using his ability to prevent a Skill 3 captain from using an Assassin card on one of his crew), when do they act? Does the now Skill one ship activate immediately, wait until initiative 6 to move (as per the original Captain skill), or is the ship skipped over since Skill 1 ships have already activated (as I have seen a few other games do in this kind of situation).
I'm leaning toward option one, as that ship is now the lowest Skill non-activated ship, but it would be nice to get an official ruling on this (especially as there are a number of cards coming out now that Disable captains).


During the Activation phase it states that the next lowest captain goes next. So they just go next in your example, they don't get skipped.
Andrew Parks 13642082

Magius wrote:

Andrew Parks wrote:

hairToday wrote:

4. You mentioned earlier that a disabled captain drops his pilot skill to 1. If a pilot skill changes like this partway through the round- for example Weyoun(skill 6) disabling himself to protect his crew from a skill 3 ship's boarders, or Chang(skill 6) disabling a skill 9 captain- when do the freshly disabled captains act in that phase?


4. You may only attack once per round. If they have already attacked, they are done. If they haven't already attacked, they attack with the other Skill 1 pilots.


Not to be pedantic, but I think the question is, specifically, if a Captain is disabled in the Movement/Activation phase of the game by a skill 2+ Captain (in this case, Weyoun at skill six being disabled by using his ability to prevent a Skill 3 captain from using an Assassin card on one of his crew), when do they act? Does the now Skill one ship activate immediately, wait until initiative 6 to move (as per the original Captain skill), or is the ship skipped over since Skill 1 ships have already activated (as I have seen a few other games do in this kind of situation).
I'm leaning toward option one, as that ship is now the lowest Skill non-activated ship, but it would be nice to get an official ruling on this (especially as there are a number of cards coming out now that Disable captains).


Now I understand the question more fully. I thought the question was about the combat phase.

For the case of Chang disabling another Captain, as Jason mentioned, a higher Captain getting turned into a "1" is now "the next lowest Captain" and so will activate next.

Keep in mind that a lower skill Captain who has already activated before getting hit by Chang will not get to go again since each ship goes "one at a time" (i.e. only one activation per ship).

Andrew
Kusig 13642133
Captain Gorkon
Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.

Barrage of Fire:
ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

If I have Gorkon on on the Enterprise-D and use Gorkon's action, will a Vor'cha class ship Piloted by Kirk using Barrage of Fire targeting a ship within both ships firing arcs get 4 additional attack dice or 2 from the Enterprise?

Thanks ahead of time. I'm going to assume it's 4 as its the printed cost but want to verify before it becomes a question.
Chance Gardener 13642376

Andrew Parks wrote:


Adding Agility is different than adding dice. The ship's Ability score is actually 2 points higher for the rest of the round.


I'm not sure I follow.
First, I'm assuming ship's Ability = ship's Agility.
Next, I thought the agility represented the amount of attack die you can roll.

If Sulu's action of "add +2 Agility" isn't tied to the Defense die, then what is the effect of the +2?
Does that mean I get to roll my Defense die up to 2 additional times?

Or that the attacking ship rolls 2 less Attack die?

jonnyd76 13642729

Chance Gardener wrote:

Andrew Parks wrote:


Adding Agility is different than adding dice. The ship's Ability score is actually 2 points higher for the rest of the round.


I'm not sure I follow.
First, I'm assuming ship's Ability = ship's Agility.
Next, I thought the agility represented the amount of attack die you can roll.

If Sulu's action of "add +2 Agility" isn't tied to the Defense die, then what is the effect of the +2?
Does that mean I get to roll my Defense die up to 2 additional times?

Or that the attacking ship rolls 2 less Attack die?



I'm almost positive that "+2 agility" was much easier than "+2 defensive dice every time your ship defends this turn". There are other effects that add an attack or defense die to the next attack or defense, Agility means you can use that bonus for the rest of the round (possibly against multiple attacks)
Andrew Parks 13642921

Kusig wrote:

Captain Gorkon
Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.

Barrage of Fire:
ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

If I have Gorkon on on the Enterprise-D and use Gorkon's action, will a Vor'cha class ship Piloted by Kirk using Barrage of Fire targeting a ship within both ships firing arcs get 4 additional attack dice or 2 from the Enterprise?

Thanks ahead of time. I'm going to assume it's 4 as its the printed cost but want to verify before it becomes a question.


"4". As mentioned in the FAQ, the Primary Weapon Value is the printed number.
Andrew Parks 13642952

Chance Gardener wrote:

Andrew Parks wrote:


Adding Agility is different than adding dice. The ship's Ability score is actually 2 points higher for the rest of the round.


I'm not sure I follow.
First, I'm assuming ship's Ability = ship's Agility.
Next, I thought the agility represented the amount of attack die you can roll.

If Sulu's action of "add +2 Agility" isn't tied to the Defense die, then what is the effect of the +2?
Does that mean I get to roll my Defense die up to 2 additional times?

Or that the attacking ship rolls 2 less Attack die?



Essentially, the Agility is increased so that you roll two extra defense dice each time you defend.

This is different than adding two defense dice throughout the round (which means two extra dice total no matter how many times you're attacked). See FAQ - General - #9 & #10 for more details.
Chance Gardener 13642994
Now I see.
+2 Agility is +2 extra Defense die that round each defensive roll.
+2 Defense die is just +2 on only 1 defensive roll.

Thank you.
lomn 13643765

Chance Gardener wrote:

+2 Agility is +2 extra Defense die that round each defensive roll.
+2 Defense die is just +2 on only 1 defensive roll.
Actually, the latter is more properly a grand total of two extra dice spread across rolls as desired, which could include +1 on Roll A and +1 on Roll B.
Roynaldo 13643992

Andrew Parks wrote:

Roynaldo wrote:

Hey Andrew i have a few questions that could use some clarification

1) If i use suicide attack against a ship that is cloaked, does that ship roll the 4 extra dice?

2) If a ship uses suicide attack with cheat death will the ship come back with full shields (assuming it didnt recieve any damage) and will that ship be able to attack that turn?

3) If a ship uses an energy dissipator for a counter attack and hits will that ship be able to attack again?

4) If i understand the tournament rules right if i use suicide attack and my ship doesnt revive my opponent will get points for that ship even though they didnt destroy it.

Suicide Attack
ACTION: At the end of the activation phase, you must make a 1^ maneuver and place an Auxilary Power Token beside your ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack.


Counter Attack
ACTION: Once per turn if your ship's shields or hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. you may not make this attack if your ship was destroyed.



1. Yes

2. Yes and yes. Cheat Death only deals with the Hull.

3. Yes.

4. Correct.


1) I'm a little confused about this ruling because in the quick reference section of the rulebook for cloaking it says "During the combat phase, your ship rolls +4 defense dice."
Andrew Parks 13644268

Roynaldo wrote:

Andrew Parks wrote:

Roynaldo wrote:

Hey Andrew i have a few questions that could use some clarification

1) If i use suicide attack against a ship that is cloaked, does that ship roll the 4 extra dice?

2) If a ship uses suicide attack with cheat death will the ship come back with full shields (assuming it didnt recieve any damage) and will that ship be able to attack that turn?

3) If a ship uses an energy dissipator for a counter attack and hits will that ship be able to attack again?

4) If i understand the tournament rules right if i use suicide attack and my ship doesnt revive my opponent will get points for that ship even though they didnt destroy it.

Suicide Attack
ACTION: At the end of the activation phase, you must make a 1^ maneuver and place an Auxilary Power Token beside your ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack.


Counter Attack
ACTION: Once per turn if your ship's shields or hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. you may not make this attack if your ship was destroyed.



1. Yes

2. Yes and yes. Cheat Death only deals with the Hull.

3. Yes.

4. Correct.


1) I'm a little confused about this ruling because in the quick reference section of the rulebook for cloaking it says "During the combat phase, your ship rolls +4 defense dice."


The more elaborate section on Cloaking on page 10 reads "While Cloaked, the ship rolls 4 extra defense dice in battle" with no mention of a specific phase. Meanwhile, Suicide Attack specifically says that the defending ship "rolls defense dice against this attack," so the Cloak bonus definitely applies in this case.

Andrew
Roynaldo 13644389
Thank you so much for the clarifaction and the amazing game
convoy7734 13645616
I have a question about Cloaked minefields, if two minefields overlap does it count as one large minefield or would the ship take damage entering the second minefield?
Andrew Parks 13646134

convoy7734 wrote:

I have a question about Cloaked minefields, if two minefields overlap does it count as one large minefield or would the ship take damage entering the second minefield?


EDIT: After discussing with Chris Guild, I am re-interpreting this and will add to the FAQ. Essentially, if the areas of two Cloaked Mines overlap, you are only damaged by one of them. That is because the nature of Cloaked Minefields is that they are not dense, which is what allows friendly ships to pass through them without difficulty.
kmccallig 13647768
Question on Space Stations (Destroy the Space Station Mission)

Can I add someone like Data or Hikaru Sulu to a space station in order to allow it to get Evade Tokens (Data) or to Roll Defense Dice(Sulu)?

(Not exactly in the spirit of the game I know devil)

Keith Mc
delta_angelfire 13648226
Disabled Captains and Talents:

If my captain is disabled, can I still use his talents? What if he is discarded? This question came up at an event where Khan with Counter Attack was on a space station that was destroyed.
Andrew Parks 13648325

kmccallig wrote:

Question on Space Stations (Destroy the Space Station Mission)

Can I add someone like Data or Hikaru Sulu to a space station in order to allow it to get Evade Tokens (Data) or to Roll Defense Dice(Sulu)?

(Not exactly in the spirit of the game I know devil)

Keith Mc


Yes.
Andrew Parks 13648346

delta_angelfire wrote:

Disabled Captains and Talents:

If my captain is disabled, can I still use his talents? What if he is discarded? This question came up at an event where Khan with Counter Attack was on a space station that was destroyed.


For now, the Captain is only required to add the Upgrade, not to use it. We may revise this eventually.
peltazoid 13653217
In the op1 event: When attacking the nor class station at range 3, does it roll 1 defense dice?
prydain 13654619
Quick question:

For Captain Gorkon, it says, "every ship that attacks you this round rolls 2 less attack dice."

So I assume that the Orbital Weapon platforms in month 2 tournament are not considered a "ship" and thus can still roll 4 dice instead of 2? Is that right?

What about attacks from DS9 for example? Would that be considered a "ship"?

THANK YOU!
Andrew Parks 13654674

peltazoid wrote:

In the op1 event: When attacking the nor class station at range 3, does it roll 1 defense dice?


Yes. I guess it's so far away you might miss! meeple
Andrew Parks 13654693

prydain wrote:

Quick question:

For Captain Gorkon, it says, "every ship that attacks you this round rolls 2 less attack dice."

So I assume that the Orbital Weapon platforms in month 2 tournament are not considered a "ship" and thus can still roll 4 dice instead of 2? Is that right?

What about attacks from DS9 for example? Would that be considered a "ship"?

THANK YOU!


Space stations and similar objects like OWPs are considered "ships" for card text purposes. So yes, Gorkon and similar cards (like Corbomite Maneuver) work against the OWPs.
Skyguard 13654826

Andrew Parks wrote:

convoy7734 wrote:

I have a question about Cloaked minefields, if two minefields overlap does it count as one large minefield or would the ship take damage entering the second minefield?


EDIT: After discussing with Chris Guild, I am re-interpreting this and will add to the FAQ. Essentially, if the areas of two Cloaked Mines overlap, you are only damaged by one of them. That is because the nature of Cloaked Minefields is that they are not dense, which is what allows friendly ships to pass through them without difficulty.


Nooooo, my OP3 plan is no more :-(
Andrew Parks 13654902
Howdy, folks.

After discussing with Chris Guild, I have re-evaluated my answer regarding overlapping trigger zones for Cloaked Mines. Here is the entry I added to the FAQ:

------------------------

11. If the trigger areas for two Cloaked Mines overlap, does an enemy ship passing through the overlapping trigger area sustain damage from both Cloaked Mines?

No. In this case the ship would only be damaged by one of the Cloaked Mines.

However, if a ship passes through (and completely out of) the trigger area of one Cloaked Mine and into the trigger area of another Cloaked Mine, then the ship sustains damage from both Cloaked Mines.

------------------------

Thematically, the reason why your own ships can pass safely through a Cloaked Minefield is that you are able to see their energy signature and fly in between them, which means they are purposefully set up to not be densely packed. This is the reason why the Scan Action helps mitigate the effects of a Cloaked Minefield, as it helps the enemy ship get a loose reading on the mines' locations.

Mechanically, it was never the intention of this card to create a zone of absolute death (which would happen if enough of them were overlapping). The intention of allowing multiples was to spread the Cloaked Minefield further out and to increase the damage to ships travelling through the multiple zones (not to annihilate a ship passing through a dense clump of them).

Thanks!

Andrew

Skyguard 13654955
It's a good ruling Andrew and I completely see why you're making it I'm just sad that my zone of death is no more :-)
Andrew Parks 13655603

Skyguard wrote:

It's a good ruling Andrew and I completely see why you're making it I'm just sad that my zone of death is no more :-)


Sorry, Skyguard! I am sure it would have reduced your enemies to space dust! cool
JustinKase 13656074
Another Gen Con Khan question.

If he is impacted by a Critical hit that reduces his Captain Skill down to 0, does his Card text then take effect and raise his Captain Skill back up to the highest level Captain on the board (which would likely be higher than 0 but may not be as high as the 6 he would have had)?
Andrew Parks 13656423

JustinKase wrote:

Another Gen Con Khan question.

If he is impacted by a Critical hit that reduces his Captain Skill down to 0, does his Card text then take effect and raise his Captain Skill back up to the highest level Captain on the board (which would likely be higher than 0 but may not be as high as the 6 he would have had)?


Yes. Have you seen this guy when wounded? He just doesn't quit! laugh
TheWaspinator 13656540
I blame the magic superblood.
Reklawyad 13656601
Andrew,

With the new preview today from Wk, we get a secondary weapon that doesn't have the word torpedo in it's name that uses Target Lock, was this designed so that the Gor Portas, Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so., would still be required to discard it for the

Concussive Charges (Klingon/I.K.S. Kronos One Expansion)
A: 4
Range: 2-3
ATTACK: (Target Lock) Spend your Target lock and disable this card to perform this attack. For every uncanceled [Hit] or [Critical] result, the target ship loses 1 token of your choice that has been placed beside it in the play area. You may fire this weapon from your forward or rear firing arcs.

Just checking!
peltazoid 13656948

Andrew Parks wrote:

peltazoid wrote:

In the op1 event: When attacking the nor class station at range 3, does it roll 1 defense dice?


Yes. I guess it's so far away you might miss! :meeploe:


Thanks :-D
Andrew Parks 13657726

Reklawyad wrote:

Andrew,

With the new preview today from Wk, we get a secondary weapon that doesn't have the word torpedo in it's name that uses Target Lock, was this designed so that the Gor Portas, Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so., would still be required to discard it for the

Concussive Charges (Klingon/I.K.S. Kronos One Expansion)
A: 4
Range: 2-3
ATTACK: (Target Lock) Spend your Target lock and disable this card to perform this attack. For every uncanceled [Hit] or [Critical] result, the target ship loses 1 token of your choice that has been placed beside it in the play area. You may fire this weapon from your forward or rear firing arcs.

Just checking!


Correct, the Gor Portas text only works with Torpedoes.
prydain 13661308

Hi Andrew,

I was wondering if the FAQ can be updated so there is more clarity with the anti-matter mines. My understanding is that you ruled that the initial dropping of the mines on someone is considered an "attack" and is thus eligible for the EAD, as well as other attack modifiers (like Scotty adding two dice). Is this correct?

Thank you again!



Andrew Parks wrote:

csimian wrote:

Elite Attack Dice and Mines

Antimatter Mines:

As others have mentioned (and similar to other effects), you would only be able to use the EAD on the turn you dropped Antimatter Mines directly on top of someone. For the Cloaked Mines, or the Antimatter Mines on future turns, you would not use the EAD.

Andrew
Dracos12 13661694
On the subject of cloaked mines, the card says "passes within range 1..." of the mines. Does this include the opponent's movement template in the consideration? Or only his final position?

Also, if the opponent fails to move out of range 1 from the cloaked minefield on a subsequent move, would he suffer another damage roll? Or does he have to completely leave then re-enter the range 1 zone as per anti-matter mines?

Thanks in advance!

Dean
Andrew Parks 13662535

prydain wrote:


Hi Andrew,

I was wondering if the FAQ can be updated so there is more clarity with the anti-matter mines. My understanding is that you ruled that the initial dropping of the mines on someone is considered an "attack" and is thus eligible for the EAD, as well as other attack modifiers (like Scotty adding two dice). Is this correct?

Thank you again!



Andrew Parks wrote:

csimian wrote:

Elite Attack Dice and Mines

Antimatter Mines:

As others have mentioned (and similar to other effects), you would only be able to use the EAD on the turn you dropped Antimatter Mines directly on top of someone. For the Cloaked Mines, or the Antimatter Mines on future turns, you would not use the EAD.

Andrew


Done. Check out Weapon Upgrades #8 (just added EAD reference as per your suggestion).
Andrew Parks 13662561

Dracos12 wrote:

On the subject of cloaked mines, the card says "passes within range 1..." of the mines. Does this include the opponent's movement template in the consideration? Or only his final position?

Also, if the opponent fails to move out of range 1 from the cloaked minefield on a subsequent move, would he suffer another damage roll? Or does he have to completely leave then re-enter the range 1 zone as per anti-matter mines?

Thanks in advance!

Dean


1. Movement Template is part of this consideration.

2. Yes, if he doesn't leave the cloak area, he will get zapped again. This actually matches Antimatter Mines (if you fail to get off the Minefield Token, you get zapped again).

Andrew
Dracos12 13664196

Andrew Parks wrote:

Dracos12 wrote:

On the subject of cloaked mines, the card says "passes within range 1..." of the mines. Does this include the opponent's movement template in the consideration? Or only his final position?

Also, if the opponent fails to move out of range 1 from the cloaked minefield on a subsequent move, would he suffer another damage roll? Or does he have to completely leave then re-enter the range 1 zone as per anti-matter mines?

Thanks in advance!

Dean


1. Movement Template is part of this consideration.

2. Yes, if he doesn't leave the cloak area, he will get zapped again. This actually matches Antimatter Mines (if you fail to get off the Minefield Token, you get zapped again).

Andrew


Awesome Andrew!

Thanks much! Kudos on a great and engaging (omg Picard pun?) game!

Dean
alepperd 13668551
As I read it, you pretty much have to use a ship with a lower captain skill as the support ship for Barrage of Fire, or can you have a ship that would attack earlier forgo its attack in anticipation of the other ship using it?
Andrew Parks 13669901

alepperd wrote:

As I read it, you pretty much have to use a ship with a lower captain skill as the support ship for Barrage of Fire, or can you have a ship that would attack earlier forgo its attack in anticipation of the other ship using it?


Correct, you are not forced to attack during the Combat Phase.
Chance Gardener 13671973
I have a question regarding the text of the I STAB AT THEE card:
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship.
These ships do not roll defense dice against this damage.


The question relates to the BOLD phrase "on all ships" portion: Does 'on all ships' include all enemy ships within Range 1 or does that mean it affects ALL ships within Range 1?

In other words, do the friendly ships within Range 1 also take 3 die damage?
Kusig 13672064

Chance Gardener wrote:

I have a question regarding the text of the I STAB AT THEE card:
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship.
These ships do not roll defense dice against this damage.


The question relates to the BOLD phrase "on all ships" portion: Does 'on all ships' include all enemy ships within Range 1 or does that mean it affects ALL ships within Range 1?

In other words, do the friendly ships within Range 1 also take 3 die damage?


Yes, ALL Ships includes friendly as well.
delta_angelfire 13672105
regarding the following update:

8. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra; you may also substitute the Elite Attack Die for one of the normal attack dice.

Could the effects of Drex or Spock also affect the attack dice (i.e., turn all [battlestations] to [hits])? I thought I read something along those lines not too long ago.
davedujour 13672284

delta_angelfire wrote:

regarding the following update:

8. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra; you may also substitute the Elite Attack Die for one of the normal attack dice.

Could the effects of Drex or Spock also affect the attack dice (i.e., turn all [battlestations] to [hits])? I thought I read something along those lines not too long ago.


Why wouldn't Drex or Spock affect if Scotty, Kyle, Donatra, etc do? I don't think the previous list of cards was meant to be all inclusive, just as examples.
Andrew Parks 13672370
Yes, Drex and Spock are good in this circumstance. You just can't spend your actual Battle Stations, Target Lock, or Evade Tokens because the Antimatter Mines forgo the normal Combat sequence.

Andrew
chanceusa 13673075

Andrew Parks wrote:

Namiriel wrote:

Kirk has "Cheat Death" and "...I Stab at Thee" as his abilities. When his ship is destroyed, is he allowed to self destruct, then go back to 1 HP?

If so is he allowed to self destruct a second time, as "I stab at thee" is not discarded or disabled?


Hi, Kevin.

I am not sure what you mean by "is he allowed to self destruct"?

If you are asking if someone has the ability to trigger both "Cheat Death" and "I Stab At Thee..." when they are destroyed, then the answer is yes. Since they happen at the same time, you can choose the order that they go. I would strongly recommend "I Stab At Thee..." first or you will not be cheating death for very long. meeple

Andrew


I cannot understand how it is permissible to do either: (1) "I Stab at Thee" ("ISAT") followed "Cheat Death" ("CD"), or (2) ISAT followed by CD and ISAT again. A ship being destroyed is one triggering event analogous to a scan token as one triggering event. A scan token can only trigger Mr. Spock or Geordi La Forge, not both cards. Therefore, how can one destruction trigger two cards for the same player?

The ISAT and CD combo has reached the absurd level. I played against an opponent who used Kirk with CD and ISAT.

Cheat Death states:
If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down. (Emphasis added.)

I Stab at Thee states:
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage. (Emphasis added.)

Kirk used ISAT and he rolled 2 hits. Dealing 2 hits each to two of my ships within range one. Kirk then used CD to return with one hull point remaining. My second ship destroyed Kirk again, only to have ISAT trigger again. He rolled 2 more hits again (what are the odds!). This combo dealt 4 hits EACH to two of my ships, which could not roll ANY defense dice either time.

The destruction of a ship should only be able to trigger ISAT or CD, not both for the same destruction. Otherwise, Mr. Spock and Geordi La Forge, and other similar combos, should be permissible.
delta_angelfire 13673915
the inability to be used with multiple tokens is a specific rule that only applies to scan tokens (and other action tokens though no cards use this yet: as is explained in the rulebook, page 22, pargraph 4). every card that uses them is basically a scan-enhancing ability. In another way: You can't have two different people using the same sensors for different purposes at the same time. ("Get out of my way! I need to run an antiproton scan", "no you get out of my way so I can lock on to their ion trail with a baryon sweep", fisticuffs ensue}.

Everything else can trigger just fine from the same initial event triggering multiple cards. Like when you attack, you can use Breen Aide, Toreth, AND Drex (if you had enough actions to use them all) even though they are all things that trigger on an attack.
kemikos 13674099

Andrew Parks wrote:

alepperd wrote:

As I read it, you pretty much have to use a ship with a lower captain skill as the support ship for Barrage of Fire, or can you have a ship that would attack earlier forgo its attack in anticipation of the other ship using it?


Correct, you are not forced to attack during the Combat Phase.


But would that be necessary? Barrage's text says:

ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.


Since the "Target ship may not make a normal attack this round" text isn't in effect until after the target ship takes an attack, why couldn't you use it on a ship that's already fired?

Seems if the intent was to prevent it from being used this way, then the second sentence would read "Target 1 friendly ship within Range 1 of your ship that has not attacked this turn". As printed, there's nothing stopping you from targeting a ship that's already taken its attack...
eldurand 13674271
Hey guys, I have a question about the Ferengi's EM Pulse (Tech Upgrade).

The card text reads: Action: Disable this card to target a ship at range 1-2 that is not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls two less attack dice this round.

I just want to confirm that if I have a lower captain skill, and play this action before my opponent has had a chance to move the target ship, and he reveals a red maneuver, I get to choose his maneuver as per the rules on page 19. (Which makes this potentially quite a bit nastier that I first thought!)

Thanks!
kemikos 13674353

eldurand wrote:

Hey guys, I have a question about the Ferengi's EM Pulse (Tech Upgrade).

The card text reads: Action: Disable this card to target a ship at range 1-2 that is not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls two less attack dice this round.

I just want to confirm that if I have a lower captain skill, and play this action before my opponent has had a chance to move the target ship, and he reveals a red maneuver, I get to choose his maneuver as per the rules on page 19. (Which makes this potentially quite a bit nastier that I first thought!)

Thanks!


Seems legit. There's a lot of elements that would have to come together for it to go off, but if they do, it should work as you describe.
Andrew Parks 13674731

kemikos wrote:

Andrew Parks wrote:

alepperd wrote:

As I read it, you pretty much have to use a ship with a lower captain skill as the support ship for Barrage of Fire, or can you have a ship that would attack earlier forgo its attack in anticipation of the other ship using it?


Correct, you are not forced to attack during the Combat Phase.


But would that be necessary? Barrage's text says:

ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.


Since the "Target ship may not make a normal attack this round" text isn't in effect until after the target ship takes an attack, why couldn't you use it on a ship that's already fired?

Seems if the intent was to prevent it from being used this way, then the second sentence would read "Target 1 friendly ship within Range 1 of your ship that has not attacked this turn". As printed, there's nothing stopping you from targeting a ship that's already taken its attack...


This is clarified in the FAQ. It is similar to the ruling on Data.

Andrew
Andrew Parks 13674733

eldurand wrote:

Hey guys, I have a question about the Ferengi's EM Pulse (Tech Upgrade).

The card text reads: Action: Disable this card to target a ship at range 1-2 that is not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls two less attack dice this round.

I just want to confirm that if I have a lower captain skill, and play this action before my opponent has had a chance to move the target ship, and he reveals a red maneuver, I get to choose his maneuver as per the rules on page 19. (Which makes this potentially quite a bit nastier that I first thought!)

Thanks!


Correct.
game_monster 13675265
I've got a question concerning the Cloaked Mines from the upcoming I.R.W. Praetus expansion. The card text states:

"During the Planning Phase, you may discard this card to place..."

When exactly during the Planning Phase does this get played? It would make a big difference in its impact if it were played before people had their maneuver dials set as opposed to afterwards.
Andrew Parks 13676092
I answered this elsewhere, but I'll add it the FAQ today as well.

You place the Cloaked Mines at the start of the Planning Phase.
Torresse 13678999
had an interesting conversation about OP1

so my generic ship with generic captain moves then takes an action to beam generic captain over to the DS9. Can the ds9 (which is now under my control) take a battle station action? the ds9 is now pilot skill 1....
a counter argument that was made (and I agree with) is that the ds9 has already went through its activation at pilot skill 0, and thus wont get to take a second activation at pilot skill 1... My lgs is planning to do one last op1 so I was wondering what the answer on this is...
Kusig 13680010
COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?
Andrew Parks 13680548

Torresse wrote:

had an interesting conversation about OP1

so my generic ship with generic captain moves then takes an action to beam generic captain over to the DS9. Can the ds9 (which is now under my control) take a battle station action? the ds9 is now pilot skill 1....
a counter argument that was made (and I agree with) is that the ds9 has already went through its activation at pilot skill 0, and thus wont get to take a second activation at pilot skill 1... My lgs is planning to do one last op1 so I was wondering what the answer on this is...


Although you can fire during that turn's Combat Phase, you cannot beam over and take an immediate action during the same Activation Phase.
Bwian 13681010

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?

So, this is a joke. Right? yuk
Kusig 13681059

Bwian wrote:

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?

So, this is a joke. Right? yuk


Why would that be a joke? The wording is poor and could lead you to believe you can use it in one of the rounds or once per round depending on how you interpret it. I bolded the part that could lead to confusion.
eldurand 13681116

Andrew Parks wrote:

eldurand wrote:

Hey guys, I have a question about the Ferengi's EM Pulse (Tech Upgrade).

The card text reads: Action: Disable this card to target a ship at range 1-2 that is not in your forward firing arc. Place an Auxiliary Power token beside the target ship. The target ship rolls two less attack dice this round.

I just want to confirm that if I have a lower captain skill, and play this action before my opponent has had a chance to move the target ship, and he reveals a red maneuver, I get to choose his maneuver as per the rules on page 19. (Which makes this potentially quite a bit nastier that I first thought!)

Thanks!


Correct.


Thank you, sir!
eldurand 13681134

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?


during any one of that month’s Battle Rounds - it says any "one" not "each" battle round, so I'd take it to mean that you get to use it once, and only once, per tournament.
davedujour 13681294

eldurand wrote:

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?


during any one of that month’s Battle Rounds - it says any "one" not "each" battle round, so I'd take it to mean that you get to use it once, and only once, per tournament.


Also: "cannot be saved from tournament to tournament." While the choice of the word tournament is poor, it means "this months tournament, not next months tournament".
Chance Gardener 13682981

davedujour wrote:

eldurand wrote:

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?


during any one of that month’s Battle Rounds[ov/b] - it says any "one" not "each" battle round, so I'd take it to mean that you get to use it once, and only once, per tournament.


Also: "cannot be saved from tournament to tournament." While the choice of the word tournament is poor, it means "this months tournament, not next months tournament".


That was my interpretation of it as well.
You get to use it once per monthly OP tournament. Once you have used it, you can't use it in any other of that month's OP tourneys.
If you do not use it at all, it is turned in by the holder to the TO before the next month's OP to be given to the winner of the current month's winner.
Kusig 13682982

davedujour wrote:

eldurand wrote:

Kusig wrote:

COMMENDATION AWARD TOKEN
(starting in Month 2):
The previous month’s Admiral will be given 1 Commendation
Award Token at the start of the next month’s tournament. If
that Admiral is not present at the current tournament, the next
highest ranked player will receive the Commendation Award
Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their
attack or defense dice. Once a Commendation Award Token is
used, it is removed from the game. Commendation Award
Tokens cannot be saved from tournament to tournament.
If a player does not use their token in the tournament, it is lost.


Is this only usable once per month or can you use it each round of the tournament?


during any one of that month’s Battle Rounds - it says any "one" not "each" battle round, so I'd take it to mean that you get to use it once, and only once, per tournament.


Also: "cannot be saved from tournament to tournament." While the choice of the word tournament is poor, it means "this months tournament, not next months tournament".


I wasn't questioning if it was from tournament to tournament but I have seen people use any one round as a replacement for once per round before. l just want reassurance before it becomes a question if Andrew could confirm.
Andrew Parks 13684343
The Commendation Award Token is a one shot token. You can only use it once ever. If you don't use it during the tournament, you won't be able to save it for the future.

Andrew
Kusig 13684370

Andrew Parks wrote:

The Commendation Award Token is a one shot token. You can only use it once ever. If you don't use it during the tournament, you won't be able to save it for the future.

Andrew


Thanks this should answer the questions our players will have.
hazzmatt00 13686457
Hey Andrew, another question here. Can you run a suicide attack with the upcoming jem'hadar patrol ship, and then play cheat death to preserve the ship?
Roynaldo 13686829

hazzmatt00 wrote:

Hey Andrew, another question here. Can you run a suicide attack with the upcoming jem'hadar patrol ship, and then play cheat death to preserve the ship?


yes you can also if you look a couple pages back there are a couple of questions i asked about the suicide attack cheat death combo
hazzmatt00 13686914
Another question about the jem'hadar. The crew upgrade Virak'Kara says "disable this card and one crew upgrade of your choice on the target ship... you may then use that upgrades action as a free action this round". Now here is my question: the card does not specify if the ship is enemy or friendly. Could it be used to borrow an action from a friendly? I don't think this was the intention, but I thought I would ask.
hazzmatt00 13686922
Missed it. Sorry. Thanks Roy!
JSenek 13688500
I'm sorry if I missed it elsewhere, but during OP2 do the OWPs count as ships concerning the placement of Cloaked Mines?

Cloaked Mines: "During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice."
H00D4M4N 13688543

JSenek wrote:

I'm sorry if I missed it elsewhere, but during OP2 do the OWPs count as ships concerning the placement of Cloaked Mines?

Cloaked Mines: "During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice."


It has already been clarified that OWPs count as ships, so yes I would imagine they would affect placement.
Andrew Parks 13689037

hazzmatt00 wrote:

Another question about the jem'hadar. The crew upgrade Virak'Kara says "disable this card and one crew upgrade of your choice on the target ship... you may then use that upgrades action as a free action this round". Now here is my question: the card does not specify if the ship is enemy or friendly. Could it be used to borrow an action from a friendly? I don't think this was the intention, but I thought I would ask.


Certainly!
Andrew Parks 13689044

H00D4M4N wrote:

JSenek wrote:

I'm sorry if I missed it elsewhere, but during OP2 do the OWPs count as ships concerning the placement of Cloaked Mines?

Cloaked Mines: "During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice."


It has already been clarified that OWPs count as ships, so yes I would imagine they would affect placement.


Thomas is correct. They have to be placed away from the OWPs.
hazzmatt00 13689077
Thank you Andrew! You're the man!
dc0nklin 13689418
Here's one I feel certain someone must have asked but I can't find it.

The final line of Counter Attack reads:

"You man not make this free attack if your ship is destroyed."

Just want to make sure that the Simultaneous Attack Rule does override this line if it is in effect (the way it was worded separately like that make me second guess).

Thx!

Ghostrunner 13689556

dc0nklin wrote:

Here's one I feel certain someone must have asked but I can't find it.

The final line of Counter Attack reads:

"You man not make this free attack if your ship is destroyed."

Just want to make sure that the Simultaneous Attack Rule does override this line if it is in effect (the way it was worded separately like that make me second guess).

Thx!



I would think the Simultaneous attack rule would ensure you would get your normal attack - not the bonus attack conferred by the card.
Andrew Parks 13689946
Ghost is correct. The Simultaneous Attack Rule has no effect on the special attack conferred by Counter Attack.

Andrew
wrabbit37 13691803

Andrew Parks wrote:

hazzmatt00 wrote:

Another question about the jem'hadar. The crew upgrade Virak'Kara says "disable this card and one crew upgrade of your choice on the target ship... you may then use that upgrades action as a free action this round". Now here is my question: the card does not specify if the ship is enemy or friendly. Could it be used to borrow an action from a friendly? I don't think this was the intention, but I thought I would ask.


Certainly!


If you use Virak'Kara to borrow an action from a friendly ship, and choose someone like Glinn Telle, would you have to discard Virak'Kara to use that ability?

Glinn Telle: ACTION: Discard this card to target 1 ship in your forward firing arc at Range 1-3. That ship rolls 2 less attack dice.

Virak'Kara: ACTION: Target a ship at Range 1. Disable this card and 1 [CREW] Upgrade of your choice on the target ship (even if that ship is Cloaked or has Active Shields). You may then use that Upgrade's Action (if any) as a free Action this round. This Upgrade may only be purchased for a Jem'hadar ship.
Andrew Parks 13692586

wrabbit37 wrote:

Andrew Parks wrote:

hazzmatt00 wrote:

Another question about the jem'hadar. The crew upgrade Virak'Kara says "disable this card and one crew upgrade of your choice on the target ship... you may then use that upgrades action as a free action this round". Now here is my question: the card does not specify if the ship is enemy or friendly. Could it be used to borrow an action from a friendly? I don't think this was the intention, but I thought I would ask.


Certainly!


If you use Virak'Kara to borrow an action from a friendly ship, and choose someone like Glinn Telle, would you have to discard Virak'Kara to use that ability?

Glinn Telle: ACTION: Discard this card to target 1 ship in your forward firing arc at Range 1-3. That ship rolls 2 less attack dice.

Virak'Kara: ACTION: Target a ship at Range 1. Disable this card and 1 [CREW] Upgrade of your choice on the target ship (even if that ship is Cloaked or has Active Shields). You may then use that Upgrade's Action (if any) as a free Action this round. This Upgrade may only be purchased for a Jem'hadar ship.


Neither Virak'Kara nor Glinn Telle are discarded in this case. Virak'Kara ignores any "disable this card" or "discard this card" text when borrowing the other card's ability.
Harry Llama 13692870
Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.
Magentawolf 13693142

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.
Harry Llama 13693616

Magentawolf wrote:

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.


The minefield token could be placed partially in range 3 if at least part of it is within range 2?
davedujour 13693701

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.


The minefield token could be placed partially in range 3 if at least part of it is within range 2?


Yes, as long as it meets the other requirement of not being within Range 2 of any enemy ship.
Harry Llama 13694384

davedujour wrote:

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.


The minefield token could be placed partially in range 3 if at least part of it is within range 2?


Yes, as long as it meets the other requirement of not being within Range 2 of any enemy ship.


How much of the minefield token has to be in range? As much as possible or just a minimal hairline sliver? Andrew's clarification made more sense with Antimatter Mines because the entire template could not fit in range 1.

As to my original question, is the ships base considered "within range"? Does the term "within range" create a solid 360 degree circle or is there a base-size void in the middle?
davedujour 13694456

Harry Llama wrote:

davedujour wrote:

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.


The minefield token could be placed partially in range 3 if at least part of it is within range 2?


Yes, as long as it meets the other requirement of not being within Range 2 of any enemy ship.


How much of the minefield token has to be in range? As much as possible or just a minimal hairline sliver? Andrew's clarification made more sense with Antimatter Mines because the entire template could not fit in range 1.

As to my original question, is the ships base considered "within range"? Does the term "within range" create a solid 360 degree circle or is there a base-size void in the middle?


I would expect it to be the same as Anti-matter mines, "some portion" must be within range 1. It needs to be some small portion, but not a lot.

Wasn't it already stated that underneath the base is "within range" since the token is larger than the ships base? How is that unclear?
Harry Llama 13694625

davedujour wrote:

Harry Llama wrote:

davedujour wrote:

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:

Since range is measured from the edge of a ship and the range ruler only has ranges 1-3, does “within range” include the area under the ship that is determining range?

For example: If a ship uses Cloaked Mines and there’s not an enemy ship within range 2, can it place the token under itself?

Cloaked Mines:
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


The rule of thumb for placing mine tokens was that at least a portion of it needed to be within the listed range / arc limitations. Since the token is bigger then a ship base, putting it underneath yourself should fit the criteria.

You obviously didn't want to do that with Antimatter mines, but it seems reasonable in this case.


The minefield token could be placed partially in range 3 if at least part of it is within range 2?


Yes, as long as it meets the other requirement of not being within Range 2 of any enemy ship.


How much of the minefield token has to be in range? As much as possible or just a minimal hairline sliver? Andrew's clarification made more sense with Antimatter Mines because the entire template could not fit in range 1.

As to my original question, is the ships base considered "within range"? Does the term "within range" create a solid 360 degree circle or is there a base-size void in the middle?


I would expect it to be the same as Anti-matter mines, "some portion" must be within range 1. It needs to be some small portion, but not a lot.

Wasn't it already stated that underneath the base is "within range" since the token is larger than the ships base? How is that unclear?


The cards are worded differently, Antimatter Mines are placed "at range 1" in a [required] rear firing arc while Cloaked Mines are placed "within range 2" in any direction.

My original question, at this point, was more for future reference with cards like Clark Terell that effect ships "within range". However, that card has been clarified with errata. Since range starts at the edge of the base and is measured outwards, I don't think a ship can be "within range" of itself.

As far as Minefield Tokens, I would hope the token has to be placed to fit "within range" if at all possible. Otherwise, only exceeding the range to fit the token as needed.
batman15 13697985
I was reading it was ruled that OWP's count as ships. So the new Worf from the Defiant Expansion would reduce the amount of dice rolled by 2?

Worf: Action: Target a ship at range 1. That ship rolls two less attack dice this round.
Chance Gardener 13698038
If your navigation is such that you are in range 1 of an OWP sure. Go get those up close photos.

You are an Orca dentist, aren't you?
batman15 13698054

Chance Gardener wrote:

If your navigation is such that you are in range 1 of an OWP sure. Go get those up close photos.

You an Orca dentist, aren't you?


close, Shark dentist

Would it be possible to add that OWP's are considered ships to the FAQ, so there is no confusion at OP events?
Echo2Omega 13698415
"If the opposing ships do anything other than move backwards, they will move within range 1 of the token"

Anyone bother checking that with a range ruler?

H00D4M4N 13698644

batman15 wrote:

I was reading it was ruled that OWP's count as ships. So the new Worf from the Defiant Expansion would reduce the amount of dice rolled by 2?

Worf: Action: Target a ship at range 1. That ship rolls two less attack dice this round.


Yep. Worf just says, "talk to the Klingon hand you stupid OWP."
batman15 13698945

H00D4M4N wrote:

batman15 wrote:

I was reading it was ruled that OWP's count as ships. So the new Worf from the Defiant Expansion would reduce the amount of dice rolled by 2?

Worf: Action: Target a ship at range 1. That ship rolls two less attack dice this round.


Yep. Worf just says, "talk to the Klingon hand you stupid OWP."


I guess the confusion is this FAQ entry:

2. Do the OWPs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.


If they are considered special weapons and don't get the range bonus, why do they get considered ships for Worf?
Harry Llama 13699430

Echo2Omega wrote:

"If the opposing ships do anything other than move backwards, they will move within range 1 of the token"

Anyone bother checking that with a range ruler?



Actually, it was a case of the minefield token looking like it's bigger than the objective token or as big as the planet token in the rulebook. That thing is much, much smaller than pictured. Note to self - don't use the rulebook as a scale reference.
Echo2Omega 13699710

Harry Llama wrote:

Echo2Omega wrote:

"If the opposing ships do anything other than move backwards, they will move within range 1 of the token"

Anyone bother checking that with a range ruler?



Actually, it was a case of the minefield token looking like it's bigger than the objective token or as big as the planet token in the rulebook. That thing is much, much smaller than pictured. Note to self - don't use the rulebook as a scale reference.




Yeah. I read that and broke out my kit and messed around with all of the turns.

The Cloaked mines MUST be deployed 2 range from an enemy ship.
They will cause damage if a ship gets into range 1 of the mines.
That means you have range 1 to maneuver without triggering the mines.
The mines are also deployed at the beginning of the movement phase and that means you are able to plan your moves accordingly (see page 1 of this FAQ)

Being forced to turn from a mine field however is certainly less than ideal. I REALLY like how game changing the cloaked mines are. Basically the initial 'joust' will be quite different moving forward.
SteRT 13699743
I guess the confusion is this FAQ entry:

2. Do the OWPs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.


If they are considered special weapons and don't get the range bonus, why do they get considered ships for Worf?


The OWP's class as ships but their attacks count as being Secondary Weapon attacks in a similar way to photon torpedoes etc.

As such they can be affected by Worf but don't get the bonus attack die for range.

At least that's as I understand it.
Harry Llama 13699927

Echo2Omega wrote:

Being forced to turn from a mine field however is certainly less than ideal. I REALLY like how game changing the cloaked mines are. Basically the initial 'joust' will be quite different moving forward.


That is probably an understatement. We had two players lose a ship from hitting the map edge in the Month One OP Event. It usually takes a few turns to get back in a firing position after the initial run. So far red maneuvers for a hard reverse or turnabout seem to pay off.
delta_angelfire 13700347
For Suicide Attack,

If you use suicide attack and overlap more than one enemy ship, can you roll the suicide attack dice more than once? Or do you have to choose a single enemy ship to hit? Is there a choice of what to hit at all or do you HAVE to hit the first ship you'd encounter?

By the same note, if you survive your own suicide attack with cheat death, where does your ship end up? still overlapping, or would it follow the regular movement rules and end up touching the first ship it encountered?

Chance Gardener 13700368

batman15 wrote:

Chance Gardener wrote:

If your navigation is such that you are in range 1 of an OWP sure. Go get those up close photos.

You an Orca dentist, aren't you?


close, Shark dentist

Would it be possible to add that OWP's are considered ships to the FAQ, so there is no confusion at OP events?


Per Andrew about 3 pages back:

Andrew Parks wrote:

prydain wrote:

Quick question:

For Captain Gorkon, it says, "every ship that attacks you this round rolls 2 less attack dice."

So I assume that the Orbital Weapon platforms in month 2 tournament are not considered a "ship" and thus can still roll 4 dice instead of 2? Is that right?

What about attacks from DS9 for example? Would that be considered a "ship"?

THANK YOU!


Space stations and similar objects like OWPs are considered "ships" for card text purposes. So yes, Gorkon and similar cards (like Corbomite Maneuver) work against the OWPs.
Andrew Parks 13700574

batman15 wrote:

I was reading it was ruled that OWP's count as ships. So the new Worf from the Defiant Expansion would reduce the amount of dice rolled by 2?

Worf: Action: Target a ship at range 1. That ship rolls two less attack dice this round.


Correct.
Andrew Parks 13700577

batman15 wrote:

Would it be possible to add that OWP's are considered ships to the FAQ, so there is no confusion at OP events?


Done.
batman15 13701541

SteRT wrote:

I guess the confusion is this FAQ entry:

2. Do the OWPs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.


If they are considered special weapons and don't get the range bonus, why do they get considered ships for Worf?


The OWP's class as ships but their attacks count as being Secondary Weapon attacks in a similar way to photon torpedoes etc.

As such they can be affected by Worf but don't get the bonus attack die for range.

At least that's as I understand it.


That makes sense.


Andrew Parks wrote:

batman15 wrote:

Would it be possible to add that OWP's are considered ships to the FAQ, so there is no confusion at OP events?


Done.


Thank you.
Ghostrunner 13704605
If a captain is disabled for whatever reason, and the ship uses its action to re-enable the captain:

-If that captain is Picard, do you get his free action during that Perform Action Step?

-If that captain is Martok (Skill 8), do you get his special ability (says to grant the action 'after you move')?

What this boils down to is: does the controlling player get to determine the order in which actions are executed for a given ship, or are they considered simultaneous (whether they can be performed or not is based on the situation at the start of the Perform Action Step)?
Echo2Omega 13705250

Ghostrunner wrote:

If a captain is disabled for whatever reason, and the ship uses its action to re-enable the captain:

-If that captain is Picard, do you get his free action during that Perform Action Step?

-If that captain is Martok (Skill 8), do you get his special ability (says to grant the action 'after you move')?

What this boils down to is: does the controlling player get to determine the order in which actions are executed for a given ship, or are they considered simultaneous (whether they can be performed or not is based on the situation at the start of the Perform Action Step)?


Actions are performed after movement.

SO.

In Picard's case you move(3), perform an action to enable him(6). It is still the action phase (6) of the turn so you could perform Picard's action.

In Martok's case you move(3), Martok is still disabled and unable to use his ability, THEN you perform an action(6) to enable him.

reference used:
Back of the instruction book.

ACTIVATION PHASE OVERVIEW:
1. reveal dial
2. set template
3. execute maneuver
4. check for power strain
5. Clean up
6. Perform action



Although I could be completely wrong and it is intended that Martok's ability works just like Picard's but just grants a free action to another ship.
charles_skrobis 13706532
If a captain is disabled, can they still use elite talents?

I could see them being allowed to because the talents aren't disabled, but they're equipped through the captain, so if he's disabled I could see that blocking all actions linked to him.
Magentawolf 13706653

charles_skrobis wrote:

If a captain is disabled, can they still use elite talents?

I could see them being allowed to because the talents aren't disabled, but they're equipped through the captain, so if he's disabled I could see that blocking all actions linked to him.


This one was answered a page or two back - The talents can still be used, but they (the designers) may be revisiting that ruling.
jwanderer 13707932
Question that came up during a tourney: If I have a cloaked ship with photons and a target lock on an enemy ship and I decide that I'm going to attack them with said torpedoes, but the player uses Conditional Surrender, do I lose my lock, my cloak, and do my torpedoes become disabled? My guess is yes, but wanted to make sure.

Conditional Surrender (Ferengi/ LE Krayton Pack)
When your ship is attacked, before any dice are rolled, discard all of your [CREW] Upgrades to cancel the attack. You must have at least 1 [CREW] Upgrade on your ship in order to use this ability.


Andrew Parks 13707984

Echo2Omega wrote:

Ghostrunner wrote:

If a captain is disabled for whatever reason, and the ship uses its action to re-enable the captain:

-If that captain is Picard, do you get his free action during that Perform Action Step?

-If that captain is Martok (Skill 8), do you get his special ability (says to grant the action 'after you move')?

What this boils down to is: does the controlling player get to determine the order in which actions are executed for a given ship, or are they considered simultaneous (whether they can be performed or not is based on the situation at the start of the Perform Action Step)?


Actions are performed after movement.

SO.

In Picard's case you move(3), perform an action to enable him(6). It is still the action phase (6) of the turn so you could perform Picard's action.

In Martok's case you move(3), Martok is still disabled and unable to use his ability, THEN you perform an action(6) to enable him.

reference used:
Back of the instruction book.

ACTIVATION PHASE OVERVIEW:
1. reveal dial
2. set template
3. execute maneuver
4. check for power strain
5. Clean up
6. Perform action



Although I could be completely wrong and it is intended that Martok's ability works just like Picard's but just grants a free action to another ship.


Erin is correct. Picard would be okay but not Martok.
Andrew Parks 13708010

jwanderer wrote:

Question that came up during a tourney: If I have a cloaked ship with photons and a target lock on an enemy ship and I decide that I'm going to attack them with said torpedoes, but the player uses Conditional Surrender, do I lose my lock, my cloak, and do my torpedoes become disabled? My guess is yes, but wanted to make sure.

Conditional Surrender (Ferengi/ LE Krayton Pack)
When your ship is attacked, before any dice are rolled, discard all of your [CREW] Upgrades to cancel the attack. You must have at least 1 [CREW] Upgrade on your ship in order to use this ability.




Correct. The attack is cancelled but not forgotten.
macgowan 13710161

Andrew Parks wrote:

Echo2Omega wrote:

Ghostrunner wrote:

If a captain is disabled for whatever reason, and the ship uses its action to re-enable the captain:

-If that captain is Picard, do you get his free action during that Perform Action Step?

-If that captain is Martok (Skill 8), do you get his special ability (says to grant the action 'after you move')?

What this boils down to is: does the controlling player get to determine the order in which actions are executed for a given ship, or are they considered simultaneous (whether they can be performed or not is based on the situation at the start of the Perform Action Step)?


Actions are performed after movement.

SO.

In Picard's case you move(3), perform an action to enable him(6). It is still the action phase (6) of the turn so you could perform Picard's action.

In Martok's case you move(3), Martok is still disabled and unable to use his ability, THEN you perform an action(6) to enable him.

reference used:
Back of the instruction book.

ACTIVATION PHASE OVERVIEW:
1. reveal dial
2. set template
3. execute maneuver
4. check for power strain
5. Clean up
6. Perform action



Although I could be completely wrong and it is intended that Martok's ability works just like Picard's but just grants a free action to another ship.


Erin is correct. Picard would be okay but not Martok.


This question came up tonight during our month 2 OP Event and is slightly different than what has been discussed above so far. I just scrolled down through all 23 pages of the FAQ and did not find an answer that seems to apply, so I am asking for clarification. Here goes....

If a ship with Martok as the captain overlaps another ship during Martok's movement phase, he has to back up along the movement template until he no longer overlaps the other ship and then loses his action. HOWEVER, does Martok's special text ability to give a friendly ship within range 1-2 a free action still get to be used? I know Martok cannot give a ship that has overlapped another ship or lost its action phase the free action his ability grants. But.....does he (ie. Martok) himself lose the power to give away a free action to a friendly ship if his own ship overlaps someone else and Martok's ship loses it's actions.

in the example tonight:

player 1 has a Defiant with Martok (skill 8) and a Khazara with Donatra (skill 6). He moves the Khazara with Donatra captaining it, then moves the Defiant with Martok captaining it and happens to overlap player#2's Kronos One. So he pulls Martok's Defiant back along the movement template until it no longer overlaps player#2's Kronos One. Because the Defiant overlapped another ship, the Defiant cannot use it's action. But can Martok still give Donatra a free action if she is within range 1-2 per the special text on his card?

In this case Martok is not trying to give another ship that lost it's action phase a free action, he is trying to use his ability to give away a free action while captaining a ship that lost its own action during the movement phase. Can he still do that?

card text for Martok:
"After you move, choose 1 friendly ship within range 1-2 whose captain skill has a lower skill than Martok's. The chosen ship may immediately perform 1 free action."


Thanks in advance for your help.
Andrew Parks 13710184
Card text is unaffected when moving into an obstacle. You simply cannot perform Actions. Since Martok's text is not an Action, he may still use his text in this situation.

Andrew
csimian 13710209

Andrew Parks wrote:

Card text is unaffected when moving into an obstacle. You simply cannot perform Actions. Since Martok's text is not an Action, he may still use his text in this situation.

Andrew


Are Minefield tokens for Cloaked Mines considered obstacles?
Chance Gardener 13710223
Since they are cloaked and all?

Andrew Parks 13710523
Yes, the tokens themselves are considered obstacles as per the rulebook.
dc0nklin 13710985

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Cloaked mines says: "If an enemy ship passes within Range 1 of the token..."

So that means that even if an enemy ship uses Sensor Echo or something like In'cha to get out of range after maneuvering into range, they still suffer the attack, correct?

Thx!
Andrew Parks 13711431
Correct.
dc0nklin 13716607
Thanks Andrew. Also on Cloaked Mines, can the token be placed partially out of the play area?
beltenebros 13716915
weyoun and mccoy - can you use weyoun not to disable mccoy to allow a free crew action, and then use mccoy a second time and disable him the second time?
csimian 13717812

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?
davedujour 13718070

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.
csimian 13718133

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.
batman15 13719375

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through the mine still be within range 1 of the token.
csimian 13719411

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.

H00D4M4N 13720591
Andrew, we need a clarification when you get a chance.

Sulu's text says:

ACTION: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert one BATTLESTATIONS into an EVASIVE MANEUVERS result.

Now with the "this round" clarification from earlier posts, how does it work exactly with Sulu? Because if we take into account previous rulings/wordings, then I could read his text as two parts: the first half as increasing the agility by 2 "this round" (meaning one time only) and then the second sentence as a separate continual effect that happens against every attack.

If that isn't the intention, though, it's "this round" that is starting to cause confusion since round in this game doesn't mean "turn."

gordash 13720830
Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?
delta_angelfire 13721457

H00D4M4N wrote:

Andrew, we need a clarification when you get a chance.

Sulu's text says:

ACTION: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert one BATTLESTATIONS into an EVASIVE MANEUVERS result.

Now with the "this round" clarification from earlier posts, how does it work exactly with Sulu? Because if we take into account previous rulings/wordings, then I could read his text as two parts: the first half as increasing the agility by 2 "this round" (meaning one time only) and then the second sentence as a separate continual effect that happens against every attack.

If that isn't the intention, though, it's "this round" that is starting to cause confusion since round in this game doesn't mean "turn."



"This Round' in this case is not referring directly to dice. It is referring to the ship's "Agility" value. It lasts all turn. all the other cards specifically refer to "total dice". And yes, this question has been asked and answered before.
delta_angelfire 13721462

gordash wrote:

Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?

Yes he can. Also been asked and answered before.

But it's cool, we're all around here always willing to help, just trying to save andrew some work it restating previous things.
Andrew Parks 13721478

delta_angelfire wrote:

gordash wrote:

Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?

Yes he can. Also been asked and answered before.

But it's cool, we're all around here always willing to help, just trying to save andrew some work it restating previous things.


Thanks for the help, Will!

Just to clarify, even the Weyoun/McCoy combo would not allow you to perform the same Crew Action twice in the same turn.

H00D4M4N 13723830

Andrew Parks wrote:

delta_angelfire wrote:

gordash wrote:

Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?

Yes he can. Also been asked and answered before.

But it's cool, we're all around here always willing to help, just trying to save andrew some work it restating previous things.


Thanks for the help, Will!

Just to clarify, even the Weyoun/McCoy combo would not allow you to perform the same Crew Action twice in the same turn.



What if we get a crew at some point that has two different actions?
davedujour 13723843

H00D4M4N wrote:

Andrew Parks wrote:

delta_angelfire wrote:

gordash wrote:

Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?

Yes he can. Also been asked and answered before.

But it's cool, we're all around here always willing to help, just trying to save andrew some work it restating previous things.


Thanks for the help, Will!

Just to clarify, even the Weyoun/McCoy combo would not allow you to perform the same Crew Action twice in the same turn.



What if we get a crew at some point that has two different actions?


Two different Actions like Scotty?
Magentawolf 13724107

davedujour wrote:

H00D4M4N wrote:

Andrew Parks wrote:

delta_angelfire wrote:

gordash wrote:

Sorry if this has been clarified already... can Weyoun used in combination with Mccoy cause a crew upgrade to be used twice on the same turn?

Yes he can. Also been asked and answered before.

But it's cool, we're all around here always willing to help, just trying to save andrew some work it restating previous things.


Thanks for the help, Will!

Just to clarify, even the Weyoun/McCoy combo would not allow you to perform the same Crew Action twice in the same turn.



What if we get a crew at some point that has two different actions?


Two different Actions like Scotty?


Scotty has one single Action, with two possible outcomes.
CaptNeo 13726512
Hi,

when I was thinking about strategies for defeating the Scimitar scenario, I quickly found the Muon Feedback Wave:

Action: Discard this card to place a Muon Token beside a ship at Range 1.


The rules for the Muon Token state:

1. A Muon Token stays with a ship until it is removed.

2. During the Activation Phase, after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of Maneuver does not matter, just the number.

3. After the ship performes a Green or White Maneuver, it can spend an Action to remove the Muon Token.


Now, there are no limitations regarding taking the action when either the Romulan Science Vessel or its target are cloaked, so the Romulan Science Ship may "infect" the Scimitar very early in the scenario.

The Scimitar always moves with a straight 3, i.e. it will take 2 points of damage to its hull each round. (Unless its shields are destroyed, in which case it moves 2 for 1 point of hull damage.):

1) The Scimitar does not make a normal move. During the Planning Phase, shuffle the Hidden Movement tokens (HMTs) face down and place each token face down beside a different side of the Scimitar Token. Then it is the Scimitar's turn to move, flip over all of the HMTs, remove the "Echo" Tokens, and place the --> 3 Maneuver Template on the side of the ship where the "Actual" Token was located. Then remove the "Actual" Token and move the Scimitar Token using that Maneuver Template. [...]


Also, the "program" of the Scimitar does not allow it to choose an Action to remove the Muon Token. It will always take a Battle Stations Token for an additional attack die.

2) After it moves, place a Battle Stations Token beside the ship. This token must be used when the Scimitar attacks.


With 8 hull the Scimitar will be destroyed in roughly four turns after being infected, even if the players decide not to engage it with any other weapons.

This seems like an unintended shortcut through the scenario.
dc0nklin 13727186

csimian wrote:

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.



Andrew, really hoping to get a ruling on this before tonight's OP2.

Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

What about friendly ships?

Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.
delta_angelfire 13727437

delta_angelfire wrote:

For Suicide Attack,

If you use suicide attack and overlap more than one enemy ship, can you roll the suicide attack dice more than once? Or do you have to choose a single enemy ship to hit? Is there a choice of what to hit at all or do you HAVE to hit the first ship you'd encounter?

By the same note, if you survive your own suicide attack with cheat death, where does your ship end up? still overlapping, or would it follow the regular movement rules and end up touching the first ship it encountered?



I think my questions got lost in the flood of other questions :-j
Bjordgamer 13729272
Question about Chang disabling a captain: Does the disabled captain immediately get their text back; for example, Picard or Martok getting to use the free action the turn they remove the disable token?

Thanks!
SaxCarr 13729426
The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?
delta_angelfire 13729591

Andrew Parks wrote:

Echo2Omega wrote:

Ghostrunner wrote:

If a captain is disabled for whatever reason, and the ship uses its action to re-enable the captain:

-If that captain is Picard, do you get his free action during that Perform Action Step?

-If that captain is Martok (Skill 8), do you get his special ability (says to grant the action 'after you move')?

What this boils down to is: does the controlling player get to determine the order in which actions are executed for a given ship, or are they considered simultaneous (whether they can be performed or not is based on the situation at the start of the Perform Action Step)?


Actions are performed after movement.

SO.

In Picard's case you move(3), perform an action to enable him(6). It is still the action phase (6) of the turn so you could perform Picard's action.

In Martok's case you move(3), Martok is still disabled and unable to use his ability, THEN you perform an action(6) to enable him.

reference used:
Back of the instruction book.

ACTIVATION PHASE OVERVIEW:
1. reveal dial
2. set template
3. execute maneuver
4. check for power strain
5. Clean up
6. Perform action



Although I could be completely wrong and it is intended that Martok's ability works just like Picard's but just grants a free action to another ship.


Erin is correct. Picard would be okay but not Martok.


this was on the previous page regarding Chang and disabling captains
delta_angelfire 13729602

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.
delta_angelfire 13729621

dc0nklin wrote:

csimian wrote:

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.



Andrew, really hoping to get a ruling on this before tonight's OP2.

Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

What about friendly ships?

Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.


On page 23 in the rulebook, Minefields (as well as planets and basic "obtstacles" are listed under the Obstacles heading. All of these things are obstacles, its just that some have additional rules in addition to the normal obstacle effects. Though we would still need andrew for confirmtation, hitting the obstacle token of the cloaked minefield (by either side) should still deal the normal 1 die of damage.
SaxCarr 13729645

delta_angelfire wrote:

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.


That seems to make sense... but what about abilities that give you more then one attack? Has it been ruled they aren't buffed by the +1 on attacks this round? And if they can be... so too should this apply?

After all it cost them nothing to phrase it as "roll -2 dice in defending from your attack this round" or something more specific...
Chance Gardener 13729778

dc0nklin wrote:

Andrew, really hoping to get a ruling on this before tonight's OP2.

Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

What about friendly ships?

Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.

Per a previous clarification:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.

So all the obstacle rules in the rule book apply when passing thru a cloaked minefield as well.
So one die for damage for hitting/going thru an obstacle added to the minefield attack die.


Edit: Corrected per Andrew below.
Only the +1 defense die rule seems to apply on the cloaked mines obstacle ruling.
Illyth 13729813
If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."
Andrew Parks 13729890

CaptNeo wrote:

Hi,

when I was thinking about strategies for defeating the Scimitar scenario, I quickly found the Muon Feedback Wave:

Action: Discard this card to place a Muon Token beside a ship at Range 1.


The rules for the Muon Token state:

1. A Muon Token stays with a ship until it is removed.

2. During the Activation Phase, after the ship moves, the ship takes damage to its Hull equal to the number of its current Maneuver -1. The type of Maneuver does not matter, just the number.

3. After the ship performes a Green or White Maneuver, it can spend an Action to remove the Muon Token.


Now, there are no limitations regarding taking the action when either the Romulan Science Vessel or its target are cloaked, so the Romulan Science Ship may "infect" the Scimitar very early in the scenario.

The Scimitar always moves with a straight 3, i.e. it will take 2 points of damage to its hull each round. (Unless its shields are destroyed, in which case it moves 2 for 1 point of hull damage.):

1) The Scimitar does not make a normal move. During the Planning Phase, shuffle the Hidden Movement tokens (HMTs) face down and place each token face down beside a different side of the Scimitar Token. Then it is the Scimitar's turn to move, flip over all of the HMTs, remove the "Echo" Tokens, and place the --> 3 Maneuver Template on the side of the ship where the "Actual" Token was located. Then remove the "Actual" Token and move the Scimitar Token using that Maneuver Template. [...]


Also, the "program" of the Scimitar does not allow it to choose an Action to remove the Muon Token. It will always take a Battle Stations Token for an additional attack die.

2) After it moves, place a Battle Stations Token beside the ship. This token must be used when the Scimitar attacks.


With 8 hull the Scimitar will be destroyed in roughly four turns after being infected, even if the players decide not to engage it with any other weapons.

This seems like an unintended shortcut through the scenario.


Yes, the Muon Token can be used to put a very strong hurting on the Scimitar. For a more challenging version of this scenario, don't use that Upgrade. blush
Andrew Parks 13729906

dc0nklin wrote:

csimian wrote:

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.



Andrew, really hoping to get a ruling on this before tonight's OP2.

1. Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

2. What about friendly ships?

3. Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.


1. No

2. No

3. Sorry, I was misremembering. The Minefield Token does not act as a normal Obstruction. But it DOES obstruct fire by providing the defender with an additional defense die when it is fired through, as per the final paragraph's text.
Chance Gardener 13729909

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."

I'm thinking that the "can't do a 2 of the same action on the same round even if different cards/crew" rule would apply here.
But I'm probably incorrect.
Andrew Parks 13729922

delta_angelfire wrote:

delta_angelfire wrote:

For Suicide Attack,

1. If you use suicide attack and overlap more than one enemy ship, can you roll the suicide attack dice more than once? Or do you have to choose a single enemy ship to hit? Is there a choice of what to hit at all or do you HAVE to hit the first ship you'd encounter?

2. By the same note, if you survive your own suicide attack with cheat death, where does your ship end up? still overlapping, or would it follow the regular movement rules and end up touching the first ship it encountered?



I think my questions got lost in the flood of other questions :-j


1. You only roll the attack dice against the first ship you encounter.

2. Pull it back as per the normal overlapping rules.
Andrew Parks 13729930

Bjordgamer wrote:

Question about Chang disabling a captain: Does the disabled captain immediately get their text back; for example, Picard or Martok getting to use the free action the turn they remove the disable token?

Thanks!


Yes, they get their text back. This is great for Picard but does nothing for Martok (it's too late to use his text since performing Actions takes place AFTER movement).

Andrew
SaxCarr 13729945
Andrew can you please add the FAQ clarification of the Interphase Generator to the main FAQ page? Its always a piece of hot discussion in my groups.
Andrew Parks 13729959

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


No, as per the FAQ Main Page. The "2 less dice" are applied immediately to that attack. Under most circumstances, the ship will have at least 2 defense dice to lose when being attacked at Range 3.

Andrew
Andrew Parks 13729974

delta_angelfire wrote:

dc0nklin wrote:

csimian wrote:

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.



Andrew, really hoping to get a ruling on this before tonight's OP2.

Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

What about friendly ships?

Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.


On page 23 in the rulebook, Minefields (as well as planets and basic "obtstacles" are listed under the Obstacles heading. All of these things are obstacles, its just that some have additional rules in addition to the normal obstacle effects. Though we would still need andrew for confirmtation, hitting the obstacle token of the cloaked minefield (by either side) should still deal the normal 1 die of damage.


The reason this is not the case is that the Minefield Token is not a normal Obstacle. Otherwise, the Antimatter Mines would let you roll a fifth die of damage (ouch!)

However, as per the Minefield Token section of the rulebook, the Minefield Token DOES obstruct fire like a normal Obstacle.
Andrew Parks 13729985

SaxCarr wrote:

delta_angelfire wrote:

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.


That seems to make sense... but what about abilities that give you more then one attack? Has it been ruled they aren't buffed by the +1 on attacks this round? And if they can be... so too should this apply?

After all it cost them nothing to phrase it as "roll -2 dice in defending from your attack this round" or something more specific...


SaxCarr: This section of the FAQ may help:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.

SaxCarr 13730005

Andrew Parks wrote:

SaxCarr wrote:

delta_angelfire wrote:

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.


That seems to make sense... but what about abilities that give you more then one attack? Has it been ruled they aren't buffed by the +1 on attacks this round? And if they can be... so too should this apply?

After all it cost them nothing to phrase it as "roll -2 dice in defending from your attack this round" or something more specific...


SaxCarr: This section of the FAQ may help:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.



So by extension if SOMEHOW the ship targeted by the LRTB had only one defense die to roll, it would take the penalty over two defense if attacked twice... -1 each attack to a minimum of zero. Much like someone with +2 attack dice this round could spread them over the two attacks they had if they somehow had two attacks?

Not that this is likely to happen.
Andrew Parks 13730010

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.
Andrew Parks 13730034

SaxCarr wrote:

Andrew Parks wrote:

SaxCarr wrote:

delta_angelfire wrote:

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.


That seems to make sense... but what about abilities that give you more then one attack? Has it been ruled they aren't buffed by the +1 on attacks this round? And if they can be... so too should this apply?

After all it cost them nothing to phrase it as "roll -2 dice in defending from your attack this round" or something more specific...


SaxCarr: This section of the FAQ may help:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.



So by extension if SOMEHOW the ship targeted by the LRTB had only one defense die to roll, it would take the penalty over two defense if attacked twice... -1 each attack to a minimum of zero. Much like someone with +2 attack dice this round could spread them over the two attacks they had if they somehow had two attacks?

Not that this is likely to happen.


Ummm... Yes. Now please mail me some Advil...
SaxCarr 13730063

Andrew Parks wrote:

SaxCarr wrote:

Andrew Parks wrote:

SaxCarr wrote:

delta_angelfire wrote:

SaxCarr wrote:

The text of LONG RANGE TACHYON SCAN (when attacking at range 3, spend 1 scan token to force the enemy to roll 2 less defense dice this round) says this round not this attack... does that mean ships roll 2 less dice against all attacks that round?


this is the same as all the upgrades that provide +dice to attack this round. it only works only once, and on the current attack you are activating it with.


That seems to make sense... but what about abilities that give you more then one attack? Has it been ruled they aren't buffed by the +1 on attacks this round? And if they can be... so too should this apply?

After all it cost them nothing to phrase it as "roll -2 dice in defending from your attack this round" or something more specific...


SaxCarr: This section of the FAQ may help:

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.



So by extension if SOMEHOW the ship targeted by the LRTB had only one defense die to roll, it would take the penalty over two defense if attacked twice... -1 each attack to a minimum of zero. Much like someone with +2 attack dice this round could spread them over the two attacks they had if they somehow had two attacks?

Not that this is likely to happen.


Ummm... Yes. Now please mail me some Advil...


Its in the mail.
Andrew Parks 13730206

SaxCarr wrote:

Andrew can you please add the FAQ clarification of the Interphase Generator to the main FAQ page? Its always a piece of hot discussion in my groups.


I've updated the FAQ with this and several other rulings (Chang, Sulu, Minefield Tokens).
delta_angelfire 13732581
So now, the question I'm sure is on everybody's mind:
Andrew, do you ever sleep? laugh

Also, are you going to be at any gaming conventions soon, I think some of us would love to grab a game with you at some point!

Andrew Parks 13732770
"Sleep"? What is this thing you are referring to?? zombie

I will be at EuroQuest in MD on November 16, and hopefully many more shows in 2014. Would enjoy playing with you guys some time in the near future!

Andrew
davedujour 13732798

delta_angelfire wrote:

So now, the question I'm sure is on everybody's mind:
Andrew, do you ever sleep? laugh

Also, are you going to be at any gaming conventions soon, I think some of us would love to grab a game with you at some point!



Or buy you a beer for 1) designing such a wonderful game and 2) putting up with all of your questions!
H00D4M4N 13732978

Andrew Parks wrote:

"Sleep"? What is this thing you are referring to?? zombie

I will be at EuroQuest in MD on November 16, and hopefully many more shows in 2014. Would enjoy playing with you guys some time in the near future!

Andrew


Stop by Central Canada Comic Con November 1-3. The Sisko will be here!
Whizzwang 13733885
Just make sure you stop by Europe if you want a REAL game
Chance Gardener 13734171

Chance Gardener wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."

I'm thinking that the "can't do a 2 of the same action on the same round even if different cards/crew" rule would apply here.
But I'm probably incorrect.


Yep, thought so.
I'm incorrect; per Andrew on the 2 tactical officers:

Andrew Parks wrote:


Yes. It isn't an "Action" so it can be repeated.
XanderF 13734174

SteRT wrote:

I guess the confusion is this FAQ entry:

2. Do the OWPs receive +1 attack die at Range 1?

No, they are considered special weapons and do not receive this bonus.


If they are considered special weapons and don't get the range bonus, why do they get considered ships for Worf?


The OWP's class as ships but their attacks count as being Secondary Weapon attacks in a similar way to photon torpedoes etc.

As such they can be affected by Worf but don't get the bonus attack die for range.

At least that's as I understand it.


...and just to clarify on this, that 'they are basically treated as secondary weapons' thing means that when defending against them, you ALSO do not get to roll one additional defense die at range 3, correct?
Chance Gardener 13734204
well, you don't get any defense die at Range 3 from the OWPs because they can't attack you at Range 3...

...least I'm pretty sure they can't.
XanderF 13734222

Chance Gardener wrote:

well, you don't get any defense die at Range 3 from the OWPs because they can't attack you at Range 3...

...least I'm pretty sure they can't.


Good point! Explains why that question never came up during the practice games for the event - LOL!
convoy7734 13735290
Alex, could you errata the rule where both players have to agree on using cards from other factions?
Thanks.
delta_angelfire 13735616
Okay, quetion regarding command tokens:

When can you use command tokens? Can it be anytime during the round? Or do I have to declare it during a particular ships action phase?

For example, can I give my ship an evade token when my opponent declares an attack against it? Or Acquire a target lock just before I attack?
Chance Gardener 13735825

delta_angelfire wrote:

Okay, question regarding command tokens:

When can you use command tokens? Can it be anytime during the round? Or do I have to declare it during a particular ships action phase?

For example, can I give my ship an evade token when my opponent declares an attack against it? Or Acquire a target lock just before I attack?


Per Andrew:

Andrew Parks wrote:

delta_angelfire wrote:

if 5 actions in a game where engagements generally last 3 rounds to decide a clear victor isn't earth shattering, I don't know what is. It's like all your ships are captained by Picard. I guess we'll just have to see when OP 2 comes up.


Keep in mind that you can only use 1 Command Token per round, no matter how many ships are in your fleet.

Andrew


And from Page 1 on this FAQ thread:

OP TOURNAMENT - MONTH TWO

1. Can I use more than one Command Token during the same round?

No, you may use only one Command Token during each game round.
SteRT 13735977
The Command Tokens come with a card explaining when each of the tokens should be played.

Basically:

4 of them represent Free Actions and so would have to be played using all the normal rules for Actions.

2 of them are re-rolls (1 attack and 1 defence) so you can choose to use these after rolling the appropriate dice.

4 of them influence an attack/defence roll that is about to happen and you use the token immediately prior to rolling the dice.

As already mentioned though you may only use 1 per round so if you have already used one to get a free action you can't then use a second later on to re-roll an attack dice roll, etc.

Hope this helps. If you check in the video feed ThatTeriGirl has a vid blog showing the October prize and there is an image of this card shown.

delta_angelfire 13736485
I'm fully aware of the one-per-round rule already. I just wanted to confirm the activation timing of each one was different as opposed to all being the same. For example, can I use a free action on a ship that has just been given a chance to activate by Martok? Or "do I have to declare I'm using my defensive reroll on a ship during the movement phase" before I even know if it will be attacked? things like that.
H00D4M4N 13736621

Chance Gardener wrote:

well, you don't get any defense die at Range 3 from the OWPs because they can't attack you at Range 3...

...least I'm pretty sure they can't.


Right. They are range 1-2.
Andrew Parks 13736747

delta_angelfire wrote:

I'm fully aware of the one-per-round rule already. I just wanted to confirm the activation timing of each one was different as opposed to all being the same. For example, can I use a free action on a ship that has just been given a chance to activate by Martok? Or "do I have to declare I'm using my defensive reroll on a ship during the movement phase" before I even know if it will be attacked? things like that.


The Command Tokens are used as appropriate for the ability provided by the token.

1) Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

2) Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

3) Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.

Andrew
eisenmerc 13736990
For the OP3 event is 'battle score' the same as 'battle points'? For example if I win the game and control Ar-558 I would come up with 3 total points on the round?

"BONUS: If the winning player controls AR-558 (see above) at the end of the Battle, that player receives an additional +1 Battle Score"

"BATTLE POINTS: At the end of every Battle Round, players receive BATTLE POINTS based on their performance in that Battle Round (2 PTS for a Win, 2 PTS for a Bye and 1 PT for a Loss). Battle Points are recorded on players’ Fleet Build Sheets as well as on the Score Sheet."
Andrew Parks 13737062

eisenmerc wrote:

For the OP3 event is 'battle score' the same as 'battle points'? For example if I win the game and control Ar-558 I would come up with 3 total points on the round?


Correct.
Stoob 13738108
Hi, two easy ones (I hope) please...revolving around each VS. total. I apologize if this has been covered in other questions, I didn't see it on the front page...

1. Kirk's text doesn't say "each". He gets up to 2 upgrades. Is that "3 points each" or "3 points total for both"?

2. The Ferengi Missiles, is that "two attacks total" to ship(s) in the front arc or "two attacks against each" to ship(s)? (the latter being able to direct 2 attacks per ship against X number of ships.

Thanks!

nineteen73 13738675

Andrew Parks wrote:

Bjordgamer wrote:

Question about Chang disabling a captain: Does the disabled captain immediately get their text back; for example, Picard or Martok getting to use the free action the turn they remove the disable token?

Thanks!


Yes, they get their text back. This is great for Picard but does nothing for Martok (it's too late to use his text since performing Actions takes place AFTER movement).

Andrew


So, in one round after movement, Chang disables Picard and his text ability, Picard, if the player chose to do so, could re-enable Picard and gain back his text ability the same turn to still perform a free action?

If so, that would mean that Picard would trump Chang's ability everytime.
aaron2310 13738700
I suppose he's better used against captains with active abilities like Donatra.
JustinKase 13738725
Basically it turns Picard into a 1 action ship, instead of 2 actions.
batman15 13739064

Andrew Parks wrote:

delta_angelfire wrote:

I'm fully aware of the one-per-round rule already. I just wanted to confirm the activation timing of each one was different as opposed to all being the same. For example, can I use a free action on a ship that has just been given a chance to activate by Martok? Or "do I have to declare I'm using my defensive reroll on a ship during the movement phase" before I even know if it will be attacked? things like that.


The Command Tokens are used as appropriate for the ability provided by the token.

1) Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

2) Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

3) Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.

Andrew


In other words you suggest using common sense when using these
Andrew Parks 13739275

Stoob wrote:

Hi, two easy ones (I hope) please...revolving around each VS. total. I apologize if this has been covered in other questions, I didn't see it on the front page...

1. Kirk's text doesn't say "each". He gets up to 2 upgrades. Is that "3 points each" or "3 points total for both"?

2. The Ferengi Missiles, is that "two attacks total" to ship(s) in the front arc or "two attacks against each" to ship(s)? (the latter being able to direct 2 attacks per ship against X number of ships.

Thanks!



1. each

2. total
Andrew Parks 13739290

batman15 wrote:

Andrew Parks wrote:

delta_angelfire wrote:

I'm fully aware of the one-per-round rule already. I just wanted to confirm the activation timing of each one was different as opposed to all being the same. For example, can I use a free action on a ship that has just been given a chance to activate by Martok? Or "do I have to declare I'm using my defensive reroll on a ship during the movement phase" before I even know if it will be attacked? things like that.


The Command Tokens are used as appropriate for the ability provided by the token.

1) Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

2) Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

3) Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.

Andrew


In other words you suggest using common sense when using these


Well, I do acknowledge the tournament environments require as much clarity as possible. But there was only so much we could fit on the card! meeple
Bjordgamer 13739944
Question about Barrage of Fire:

[4 dice] Attack: (1-2 Range) Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Does the secondary attack ship have to be at the same range as the primary attack ship when making the attack or does the range not matter as long as it has the target ship in its firing arc? Also if the secondary ship is cloaked, does it come out of cloak or not since this was not a normal attack?

Thanks!
kemikos 13740153

Bjordgamer wrote:

Question about Barrage of Fire:

[4 dice] Attack: (1-2 Range) Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Does the secondary attack ship have to be at the same range as the primary attack ship when making the attack or does the range not matter as long as it has the target ship in its firing arc? Also if the secondary ship is cloaked, does it come out of cloak or not since this was not a normal attack?

Thanks!


I'd suggest that the only requirement in the text for the friendly target is that it has the enemy target in its arc, so range shouldn't matter.

I'd also say that since the second ship didn't actually make an attack "action", it keeps the cloak token.
Stoob 13740365
Wow, a game designer who personally responds to questions within 24 hours. This is freaking AWESOME. Thanks!
KHAAAAAAAAAAN 13740623
Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?
Ghostrunner 13740658
OP3 - Simultaneous Attack

Does the simultaneous attack rule apply in any form to the planet forces in OP3?

To be more clear: 2 Level 6 Captains fighting each other. Player with initiative uses his attack for an assault on the planet. He kills 2 opposing tokens.

Do those 2 tokens get to roll during the other player's attack since he is also skill 6?

The rules as written seem to make no allowance for this, but the intent may be otherwise.
Andrew Parks 13741034

Bjordgamer wrote:

Question about Barrage of Fire:

[4 dice] Attack: (1-2 Range) Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Does the secondary attack ship have to be at the same range as the primary attack ship when making the attack or does the range not matter as long as it has the target ship in its firing arc? Also if the secondary ship is cloaked, does it come out of cloak or not since this was not a normal attack?

Thanks!


1. The secondary ship only has to be at Range 1 of the primary ship.

2. As covered in the FAQ, the secondary ship does come out of cloak.
Andrew Parks 13741039

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.
Andrew Parks 13741064

Ghostrunner wrote:

OP3 - Simultaneous Attack

Does the simultaneous attack rule apply in any form to the planet forces in OP3?

To be more clear: 2 Level 6 Captains fighting each other. Player with initiative uses his attack for an assault on the planet. He kills 2 opposing tokens.

Do those 2 tokens get to roll during the other player's attack since he is also skill 6?

The rules as written seem to make no allowance for this, but the intent may be otherwise.


Yes, Simultaneous Attack Rule applies.
aaron2310 13741175

Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.


But gets rid of normal damage first? Or do you choose?
Andrew Parks 13741261
You choose.
batman15 13741459

Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.


So you could choose to remove "Warp Core Breach" using Mirok, instead of a hit or repairing a shield? Thats nasty. My new favorite captain.
dragonwalker 13742180
Hi,

If I'm using the USS Defiant with the special text: "When defending, convert all of your opponent's [critical] results into [hit] results." Does the OWP count as an opponent?
Andrew Parks 13742397

dragonwalker wrote:

Hi,

If I'm using the USS Defiant with the special text: "When defending, convert all of your opponent's [critical] results into [hit] results." Does the OWP count as an opponent?


Yes.
Chance Gardener 13742464
Regarding the cloaked mines, a question was raised.
Assuming that you went BOP happy on the Romulan warbird and had several cloaked mines, could you drop ALL of the mines at the start of the same round?

IE, you have Khazara with 1 cloaked mines and the Praetus with 2 cloaked mines, can they drop all 3 of them at the same time?
Would the mines have to observe the "2 away from" rule amongst themselves as well as ships (I'm thinking no)?

But not sure if you can do all 3 at once in this scenario as that isn't an actual action step and it is done before movement.
Andrew Parks 13743007

Chance Gardener wrote:

Regarding the cloaked mines, a question was raised.
Assuming that you went BOP happy on the Romulan warbird and had several cloaked mines, could you drop ALL of the mines at the start of the same round?

IE, you have Khazara with 1 cloaked mines and the Praetus with 2 cloaked mines, can they drop all 3 of them at the same time?
Would the mines have to observe the "2 away from" rule amongst themselves as well as ships (I'm thinking no)?

But not sure if you can do all 3 at once in this scenario as that isn't an actual action step and it is done before movement.


Yes, you can drop them all at once. The "2 away from" rule refers specifically to "enemy ships".

Andrew
Chance Gardener 13743315
OP Month 3 questions:

1. How many ships are you allowed to have? Description of the rules seems to imply only one ship with some of the text, multiple ships in other parts of the rules text

2. If multiple ships, do all the ground forces token have to be "on" just one of your ships, or can you spread them out over your fleet?

3. If the ship the ground tokens are on gets destroyed before all the ground tokens are deployed, are those tokens lost?

4. Are the SAMs only triggered with the loss of your ground troops? To rephrase, can you trigger the SAMs even if you've not lost any troops in an attack exchange?

5. The rules text says that to place ground troops on the planet you must disable all your shields if your ship is not cloaked. Does that mean cloaked ships can't deploy troops?

6. At the end of a combat round resolution, if you are cloaked and the cloak doesn't have to come down because you've not fired that round, can you raise shields as part of the combat resolution so as to de-cloak? Or will you have had to attack to get the cloak to disengage?

7. While the rules make no mention of it, for clarification purposes, is it correct to assume that you can't bombard the enemy troops from orbit with a ship attack?

Those are the ones that come to mind right now reading the rules.
Thanks.
Ghostrunner 13743671

Andrew Parks wrote:

Ghostrunner wrote:

OP3 - Simultaneous Attack

Does the simultaneous attack rule apply in any form to the planet forces in OP3?

To be more clear: 2 Level 6 Captains fighting each other. Player with initiative uses his attack for an assault on the planet. He kills 2 opposing tokens.

Do those 2 tokens get to roll during the other player's attack since he is also skill 6?

The rules as written seem to make no allowance for this, but the intent may be otherwise.


Yes, Simultaneous Attack Rule applies.


Followup question then:

Player 1 has initiative, and TWO captains of Skill 6. (5 Ground Troops on planet)

Player 2 has a captain of skill 6. (3 Ground troops on planet)

Player 1 launches a ground attack with the first captain: 5 rolls vs 3, and he scores a single kill.

Player 1 then launches a second ground attack with the second captain: still 5 rolls vs 3, and scores 2 kills.

Player 2 launches a ground attack: 3 dice vs 5, and scores 2 kills.

After all 3 skill 6 captains have attacked, there are now 3 ground troops for player 1 and none for player 2.


Does this sequence follow the intent?
Chance Gardener 13743821
I think per the OP 3 rules, you can only roll a max of 4 attack die.
Having 5 GF only gets you 4 attack.
Andrew Parks 13743874

Chance Gardener wrote:

OP Month 3 questions:

1. How many ships are you allowed to have? Description of the rules seems to imply only one ship with some of the text, multiple ships in other parts of the rules text

2. If multiple ships, do all the ground forces token have to be "on" just one of your ships, or can you spread them out over your fleet?

3. If the ship the ground tokens are on gets destroyed before all the ground tokens are deployed, are those tokens lost?

4. Are the SAMs only triggered with the loss of your ground troops? To rephrase, can you trigger the SAMs even if you've not lost any troops in an attack exchange?

5. The rules text says that to place ground troops on the planet you must disable all your shields if your ship is not cloaked. Does that mean cloaked ships can't deploy troops?

6. At the end of a combat round resolution, if you are cloaked and the cloak doesn't have to come down because you've not fired that round, can you raise shields as part of the combat resolution so as to de-cloak? Or will you have had to attack to get the cloak to disengage?

7. While the rules make no mention of it, for clarification purposes, is it correct to assume that you can't bombard the enemy troops from orbit with a ship attack?

Those are the ones that come to mind right now reading the rules.
Thanks.


1. Any number

2. The Troop Tokens are not associated with any particular ship. They are just placed beside your Ship Card to keep track of where they are at the start of the battle.

3. As with #2 above, the Troops are not associated with a particular ship.

4. As per the sheet, SAMs only trigger when you lose a troop token.

5. As with all abilities worded this way, you can't perform this Action if you are Cloaked (see rulebook, page 19, "Actions and Cloaking").

6. You can only raise shields during the End Phase, as per the rulebook, page 17. This definitely causes you to de-Cloak.

7. Ummmmm, correct.
Andrew Parks 13743892

Ghostrunner wrote:

Andrew Parks wrote:

Ghostrunner wrote:

OP3 - Simultaneous Attack

Does the simultaneous attack rule apply in any form to the planet forces in OP3?

To be more clear: 2 Level 6 Captains fighting each other. Player with initiative uses his attack for an assault on the planet. He kills 2 opposing tokens.

Do those 2 tokens get to roll during the other player's attack since he is also skill 6?

The rules as written seem to make no allowance for this, but the intent may be otherwise.


Yes, Simultaneous Attack Rule applies.


Followup question then:

Player 1 has initiative, and TWO captains of Skill 6. (5 Ground Troops on planet)

Player 2 has a captain of skill 6. (3 Ground troops on planet)

Player 1 launches a ground attack with the first captain: 5 rolls vs 3, and he scores a single kill.

Player 1 then launches a second ground attack with the second captain: still 5 rolls vs 3, and scores 2 kills.

Player 2 launches a ground attack: 3 dice vs 5, and scores 2 kills.

After all 3 skill 6 captains have attacked, there are now 3 ground troops for player 1 and none for player 2.


Does this sequence follow the intent?


You are correct, although as Jeff mentions, you cannot ever roll more than 4 dice no matter how many Ground Troops you have.
dragonwalker 13745066
1. If part of a ships movement takes a part of the ship off the board but the completion of the movement brings it fully onto the board, does the ship still leave play? Has a ship that has left play count as being destroyed for fleet points?

2. For the command pips as part of the participation prize for month 2, one of the abilities allow you to place a target lock as a free action. Can I place one on a ship that has been fully cloaked or does it just allow me to do it?

3. When using advanced squad rules, it states that initiative goes to the player with fewer squadron points. Am I correct in assuming this would only matter if you are considering captains of equal skill level? For instance if two players each were using Picard, than the initiative would go to the player who has 99 points in their build.
Andrew Parks 13745341

dragonwalker wrote:

1. If part of a ships movement takes a part of the ship off the board but the completion of the movement brings it fully onto the board, does the ship still leave play? Has a ship that has left play count as being destroyed for fleet points?

2. For the command pips as part of the participation prize for month 2, one of the abilities allow you to place a target lock as a free action. Can I place one on a ship that has been fully cloaked or does it just allow me to do it?

3. When using advanced squad rules, it states that initiative goes to the player with fewer squadron points. Am I correct in assuming this would only matter if you are considering captains of equal skill level? For instance if two players each were using Picard, than the initiative would go to the player who has 99 points in their build.


1. No, only final movement counts. But if a ship does flee the battlefield, it does count as being destroyed.

2. No, follow the normal rules for Target Lock.

3. Yes.
RichJones 13745977
Hi
Do the OPII weapons platforms count as ships for the purposes of laying cloaked mines? It states they are ships for card text purposes so as written the implication would be yes they do. Question came up a lot in our OP.

Also just clarifying - a ship in the cloaked mine zone does not take damage if it moves out the following turn (as per normal mine token rules) is that right? If it is what happens if it moves but stays within the zone for some reason - would it be attacked again?

Also checking if the text stating 'enemy ships' is indeed deliberate and means that friendly ships can fly through the mine zone without triggering them?

Cheers
Xerxies 13746542

RichJones wrote:

Hi
Do the OPII weapons platforms count as ships for the purposes of laying cloaked mines? It states they are ships for card text purposes so as written the implication would be yes they do. Question came up a lot in our OP.

Also just clarifying - a ship in the cloaked mine zone does not take damage if it moves out the following turn (as per normal mine token rules) is that right? If it is what happens if it moves but stays within the zone for some reason - would it be attacked again?

Also checking if the text stating 'enemy ships' is indeed deliberate and means that friendly ships can fly through the mine zone without triggering them?

Cheers


I was at the same event as Rich, and can see how effective the mines were when I used them.

I'll admit I haven't read all 27 pages but it would not be unreasonable to assume the "intention" was for the OWP to be undestroyable from attacks and immune from effects which reduces the attack output.You have 3 options, stay out of range, absorb the damage or dodge the damage.

Working on that assumption the mines don't have any effect on the OWPs. Clearly from the FAQ answer they count as ships, and the card uses the term "enemy" ships. Now if you can't place the mine field with range 2 because they count as "enemy" ships that leave very few options to a legal placing on the mines on the play area.

However if the OWP counted as Neutral and not an enemy ship that would allow us to use them in this month's scenario where they would have a impact on the game.

Either way it would be nice to know so I can take a good list to the event on Sunday which we are both attending.
Andrew Parks 13747017

RichJones wrote:

Hi
1. Do the OPII weapons platforms count as ships for the purposes of laying cloaked mines? It states they are ships for card text purposes so as written the implication would be yes they do. Question came up a lot in our OP.

2. Also just clarifying - a ship in the cloaked mine zone does not take damage if it moves out the following turn (as per normal mine token rules) is that right?

3. If it is what happens if it moves but stays within the zone for some reason - would it be attacked again?

4. Also checking if the text stating 'enemy ships' is indeed deliberate and means that friendly ships can fly through the mine zone without triggering them?

Cheers


1. Yes.

2. Correct.

3. Yes.

4. Correct.
RichJones 13747156
thanks
Xerxies 13747171

Andrew Parks wrote:

RichJones wrote:

Hi
1. Do the OPII weapons platforms count as ships for the purposes of laying cloaked mines? It states they are ships for card text purposes so as written the implication would be yes they do. Question came up a lot in our OP.

2. Also just clarifying - a ship in the cloaked mine zone does not take damage if it moves out the following turn (as per normal mine token rules) is that right?

3. If it is what happens if it moves but stays within the zone for some reason - would it be attacked again?

4. Also checking if the text stating 'enemy ships' is indeed deliberate and means that friendly ships can fly through the mine zone without triggering them?

Cheers


1. Yes.

2. Correct.

3. Yes.

4. Correct.


Thanks for the quick answers, just to be clear the OWP count as "enemy ships" as per the not placing within range 2 on the cloaked mine cards?
csimian 13747202
OP3 and Anti-Personnel Mines

In the situation where both players have ground forces and SAMs on the planet...

Player 1 attacks with ground forces resulting in killing some of Player 2's ground forces. Player 2 uses a SAM to successfully kill one of Player 1's ground forces.

Now since Player 1 has lost a ground force in the attack from Player 2's SAM, does Player 1 get to use his SAM against Player 2?
Magentawolf 13747310

Xerxies wrote:

Andrew Parks wrote:

RichJones wrote:

Hi
1. Do the OPII weapons platforms count as ships for the purposes of laying cloaked mines? It states they are ships for card text purposes so as written the implication would be yes they do. Question came up a lot in our OP.


Cheers


1. Yes.



Thanks for the quick answers, just to be clear the OWP count as "enemy ships" as per the not placing within range 2 on the cloaked mine cards?


... yes.
Barise 13748081
If I used Virak'Kara's action (disable one crew Upgrade of your choice. You may then use that Upgrade's Action (if any) as a free action) on a card like Miles O'Brien (discard this card to disable any 1 Upgrade on another ship at range 1-3), when I use that Upgrade's Action is the card discarded?
Magentawolf 13748711

Barise wrote:

If I used Virak'Kara's action (disable one crew Upgrade of your choice. You may then use that Upgrade's Action (if any) as a free action) on a card like Miles O'Brien (discard this card to disable any 1 Upgrade on another ship at range 1-3), when I use that Upgrade's Action is the card discarded?


From earlier in the thread..

Andrew Parks wrote:


Neither Virak'Kara nor Glinn Telle are discarded in this case. Virak'Kara ignores any "disable this card" or "discard this card" text when borrowing the other card's ability.
Barise 13748816
Thanks, I missed that in the thread.
XanderF 13750672
Debate going on in another thread that could use a ruling.

Say a tournament shook out like this - nobody 'swept the table' of the enemy, all matches ended when time called and fleets were scored.

Round 1:
Player A = 80 fleet pts (W)
Player B = 79 fleet pts (L)

Player C = 55 fleet pts (W)
Player D = 45 fleet pts (L)

Player E = 51 fleet pts (W)
Player F = 49 fleet pts (L)

Round 2:
Player A (1-0 so far) = 52 fleet pts (W)
Player C (1-0 so far) = 48 fleet pts (L)

Player F (0-1 so far) = 53 fleet pts (W)
Player D (0-1 so far) = 52 fleet pts (L)

Player E (1-0 so far) = 88 fleet pts (W)
Player B (0-1 so far) = 86 fleet pts (L)

Round 3:
Player A (2-0 so far) = 51 fleet pts (W, and finishes 3-0)
Player E (2-0 so far) = 48 fleet pts (L, and finishes 2-1)

Player C (1-1 so far) = 52 fleet pts (W, and finishes 2-1)
Player F (1-1 so far) = 51 fleet pts (L, and finishes 1-2)

Player D (0-2 so far) = 70 fleet pts (W, and finishes 1-2)
Player B (0-2 so far) = 65 fleet pts (W, and finishes 0-3...losing every single match)
======
Total fleet points scored
Player A: 183 ('6' battle points for winning 3 rounds)
Player B: 230 ('3' battle points for losing every time but at least showing up for 3 matches)
Player C: 155 ('5' battle points for winning 2 rounds and showing up once)
Player D: 167 ('4' battle points for winning 1 and showing up twice)
Player E: 187 ('5' battle points for winning 2 rounds and showing up once)
Player F: 153 ('4' battle points for winning 1 and showing up twice)


...there is question of who would win this event.

My position is that it's player A, who has the most battle points (he won every match). That is, "battle points determine the winner, fleet points only break a tie if two players have the same battle points".

The opposition position is that it's player B, who lost every match, but was in very aggressive games and destroyed a lot of enemy ships (not as many as he lost, obviously, but he did destroy a lot of ships). That is to say "battle points literally added to fleet points determine the winner".
Tacullu64 13750754
Player A would have won all 4 events I attended so far.
SaxCarr 13750777
Uggg...

I feel stupid for asking this question... but I want to be sure before I make my loadout choice.

Does "Counter Attack" take a ship out of cloak?
csimian 13750830

SaxCarr wrote:

Uggg...

I feel stupid for asking this question... but I want to be sure before I make my loadout choice.

Does "Counter Attack" take a ship out of cloak?


Yes
Andrew Parks 13751508

csimian wrote:

OP3 and Anti-Personnel Mines

In the situation where both players have ground forces and SAMs on the planet...

Player 1 attacks with ground forces resulting in killing some of Player 2's ground forces. Player 2 uses a SAM to successfully kill one of Player 1's ground forces.

Now since Player 1 has lost a ground force in the attack from Player 2's SAM, does Player 1 get to use his SAM against Player 2?


No, the SAM is a form of direct damage and is not an "attack" for purposes of triggering an opponent's SAM.
Andrew Parks 13751529

XanderF wrote:

Debate going on in another thread that could use a ruling.

Say a tournament shook out like this - nobody 'swept the table' of the enemy, all matches ended when time called and fleets were scored.

Round 1:
Player A = 80 fleet pts (W)
Player B = 79 fleet pts (L)

Player C = 55 fleet pts (W)
Player D = 45 fleet pts (L)

Player E = 51 fleet pts (W)
Player F = 49 fleet pts (L)

Round 2:
Player A (1-0 so far) = 52 fleet pts (W)
Player C (1-0 so far) = 48 fleet pts (L)

Player F (0-1 so far) = 53 fleet pts (W)
Player D (0-1 so far) = 52 fleet pts (L)

Player E (1-0 so far) = 88 fleet pts (W)
Player B (0-1 so far) = 86 fleet pts (L)

Round 3:
Player A (2-0 so far) = 51 fleet pts (W, and finishes 3-0)
Player E (2-0 so far) = 48 fleet pts (L, and finishes 2-1)

Player C (1-1 so far) = 52 fleet pts (W, and finishes 2-1)
Player F (1-1 so far) = 51 fleet pts (L, and finishes 1-2)

Player D (0-2 so far) = 70 fleet pts (W, and finishes 1-2)
Player B (0-2 so far) = 65 fleet pts (W, and finishes 0-3...losing every single match)
======
Total fleet points scored
Player A: 183 ('6' battle points for winning 3 rounds)
Player B: 230 ('3' battle points for losing every time but at least showing up for 3 matches)
Player C: 155 ('5' battle points for winning 2 rounds and showing up once)
Player D: 167 ('4' battle points for winning 1 and showing up twice)
Player E: 187 ('5' battle points for winning 2 rounds and showing up once)
Player F: 153 ('4' battle points for winning 1 and showing up twice)


...there is question of who would win this event.

My position is that it's player A, who has the most battle points (he won every match). That is, "battle points determine the winner, fleet points only break a tie if two players have the same battle points".

The opposition position is that it's player B, who lost every match, but was in very aggressive games and destroyed a lot of enemy ships (not as many as he lost, obviously, but he did destroy a lot of ships). That is to say "battle points literally added to fleet points determine the winner".


Player A wins without question. Battle Points determine Victory. Fleet Points are a tie-breaker.
XanderF 13751555

Andrew Parks wrote:

Player A wins without question. Battle Points determine Victory. Fleet Points are a tie-breaker.


Thanks for the confirmation! That's how we've been playing, but as there was some debate over wording in the rules, it helps to have the verification!
Skyguard 13751740

Andrew Parks wrote:

XanderF wrote:

Debate going on in another thread that could use a ruling.

Say a tournament shook out like this - nobody 'swept the table' of the enemy, all matches ended when time called and fleets were scored.

Round 1:
Player A = 80 fleet pts (W)
Player B = 79 fleet pts (L)

Player C = 55 fleet pts (W)
Player D = 45 fleet pts (L)

Player E = 51 fleet pts (W)
Player F = 49 fleet pts (L)

Round 2:
Player A (1-0 so far) = 52 fleet pts (W)
Player C (1-0 so far) = 48 fleet pts (L)

Player F (0-1 so far) = 53 fleet pts (W)
Player D (0-1 so far) = 52 fleet pts (L)

Player E (1-0 so far) = 88 fleet pts (W)
Player B (0-1 so far) = 86 fleet pts (L)

Round 3:
Player A (2-0 so far) = 51 fleet pts (W, and finishes 3-0)
Player E (2-0 so far) = 48 fleet pts (L, and finishes 2-1)

Player C (1-1 so far) = 52 fleet pts (W, and finishes 2-1)
Player F (1-1 so far) = 51 fleet pts (L, and finishes 1-2)

Player D (0-2 so far) = 70 fleet pts (W, and finishes 1-2)
Player B (0-2 so far) = 65 fleet pts (W, and finishes 0-3...losing every single match)
======
Total fleet points scored
Player A: 183 ('6' battle points for winning 3 rounds)
Player B: 230 ('3' battle points for losing every time but at least showing up for 3 matches)
Player C: 155 ('5' battle points for winning 2 rounds and showing up once)
Player D: 167 ('4' battle points for winning 1 and showing up twice)
Player E: 187 ('5' battle points for winning 2 rounds and showing up once)
Player F: 153 ('4' battle points for winning 1 and showing up twice)


...there is question of who would win this event.

My position is that it's player A, who has the most battle points (he won every match). That is, "battle points determine the winner, fleet points only break a tie if two players have the same battle points".

The opposition position is that it's player B, who lost every match, but was in very aggressive games and destroyed a lot of enemy ships (not as many as he lost, obviously, but he did destroy a lot of ships). That is to say "battle points literally added to fleet points determine the winner".


Player A wins without question. Battle Points determine Victory. Fleet Points are a tie-breaker.


Don't forget from the Judge score sheet that along with the +1 per loss, +2 per win/bye, everyone gets +1 battle points for attending the event and the winner of the event gets +3 battle points.
Magentawolf 13751934
Query: There are a couple of cards in this set that say 'You may not attack this round.'

How do these interact with the opportunity to forgo your attack in order to have your ground troops fight it out in the Month 3 scenario?
H00D4M4N 13752038

Magentawolf wrote:

Query: There are a couple of cards in this set that say 'You may not attack this round.'

How do these interact with the opportunity to forgo your attack in order to have your ground troops fight it out in the Month 3 scenario?


Since each ship can either attack in space or on ground, then if you cannot attack this round you can't use that ship to attack in either place.
Andrew Parks 13752615
Correct.
charles_skrobis 13755454
Hate to bring back antimatter mine discussion, but not sure what if this might work.

1. Since antimatter mines being dropped on the target are an attack, could the ch'tang effect allow me to re-roll mine dice when attacking from cloaked?

"Ch'tang :If you initiate an attack while cloaked, you may choose any number of your attack dice and re-roll them"

2. If I drop mines as an attack, can I use command tokens to modify them, like the re-roll one?

"Re-roll symbol: you may choose any number of dice and re-roll them once. You must keep the second result."

3. If the dice can't be modified in any way, does the defiant effect to turn all crits into hits still apply against mines?

4. If I'm using an effect, like the negh'var rolling attack dice to disable a ship's shields, tractor beam to reduce defense, many of the crit effects, etc, can I use the command token re-roll on an effect like that, or must the attack effects only be used with attacks against another ship? (I don't see the harm if they can only use 1 once per round, and they chose not to use it on an attack.)

Edit And now I thought of more.

5. Can sisko's ability to re-roll an attack or defense die once per round be used for abilities like the negh'var or crit effects?
Andrew Parks 13756758

charles_skrobis wrote:

Hate to bring back antimatter mine discussion, but not sure what if this might work.

1. Since antimatter mines being dropped on the target are an attack, could the ch'tang effect allow me to re-roll mine dice when attacking from cloaked?

"Ch'tang :If you initiate an attack while cloaked, you may choose any number of your attack dice and re-roll them"

2. If I drop mines as an attack, can I use command tokens to modify them, like the re-roll one?

"Re-roll symbol: you may choose any number of dice and re-roll them once. You must keep the second result."

3. If the dice can't be modified in any way, does the defiant effect to turn all crits into hits still apply against mines?

4. If I'm using an effect, like the negh'var rolling attack dice to disable a ship's shields, tractor beam to reduce defense, many of the crit effects, etc, can I use the command token re-roll on an effect like that, or must the attack effects only be used with attacks against another ship? (I don't see the harm if they can only use 1 once per round, and they chose not to use it on an attack.)

Edit And now I thought of more.

5. Can sisko's ability to re-roll an attack or defense die once per round be used for abilities like the negh'var or crit effects?


1. Yes

2. No, as that Command Token is only used during the Modify Attack Dice version of the Combat Phase, and Antimatter Mines don't use the normal Combat Phase sequence.

3. The Defiant works. It is not the case that you cannot modify the dice in any way.

4. No. See #2.

5. Yes.

Andrew
Andrew Parks 13756784

Andrew Parks wrote:

delta_angelfire wrote:

I'm fully aware of the one-per-round rule already. I just wanted to confirm the activation timing of each one was different as opposed to all being the same. For example, can I use a free action on a ship that has just been given a chance to activate by Martok? Or "do I have to declare I'm using my defensive reroll on a ship during the movement phase" before I even know if it will be attacked? things like that.


The Command Tokens are used as appropriate for the ability provided by the token.

1) Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

2) Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

3) Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.

Andrew


FYI: I think this is very important information and so I have added it to the FAQ.
Andrew Parks 13756831
In an effort to answer questions more quickly, I have updated the "Special Requests" at the start of the FAQ. I am trying to keep up, but I am in the midst of another major release which is siphoning off more of my time. wow

SPECIAL REQUESTS:


• Try to word your questions so that they require "yes" or "no" responses when possible.

• When asking multiple questions, please try to number them and avoid asking more than one question per number.

• When asking questions about a particular card, please quote the card text right in your post.


Thanks for your help, everyone!

Andrew
Bjordgamer 13757054
No, Thank You for answering all our questions! It's been a pleasure playing this game made all the better with your continuing support. Couldn't ask for a better designer!
XanderF 13757512
The Kraxon card reads as:

Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.


...question is: Does this 'any amount of that damage' have to be contiguous damage allocation?

IE., I'm flying the Kraxon alongside a cloaked Romulan ship that gets shot with 2 'hits' and 1 'crit'. Can the Kraxon choose to ignore the 2 'hits' (letting them go to the Romulan hull directly, as normal) and then use its shield-diversion ability to absorb the crit roll?
Cassiel33 13757649

Andrew Parks wrote:

In an effort to answer questions more quickly ...

• Try to word your questions so that they require "yes" or "no" responses
• When asking multiple questions, please try to number them


1. Would you like a tall glass of ice tea?

2. How many actions would be needed to allow Admiral Parks a nice vacation?

3. Have we thanked you enough?


(Oh dang it! #2 is not a yes or no question! This is trickier than I thought.)
Andrew Parks 13757804

XanderF wrote:

The Kraxon card reads as:

Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.


1. ...question is: Does this 'any amount of that damage' have to be contiguous damage allocation?

2. IE., I'm flying the Kraxon alongside a cloaked Romulan ship that gets shot with 2 'hits' and 1 'crit'. Can the Kraxon choose to ignore the 2 'hits' (letting them go to the Romulan hull directly, as normal) and then use its shield-diversion ability to absorb the crit roll?


1. No

2. Yes
Andrew Parks 13757808

Cassiel33 wrote:

Andrew Parks wrote:

In an effort to answer questions more quickly ...

• Try to word your questions so that they require "yes" or "no" responses
• When asking multiple questions, please try to number them


1. Would you like a tall glass of ice tea?

2. How many actions would be needed to allow Admiral Parks a nice vacation?

3. Have we thanked you enough?


(Oh dang it! #2 is not a yes or no question! This is trickier than I thought.)


1. Yes please.

2. Far too many, alas.

3. Yes, I very much appreciate everyone's kind comments.
kmccallig 13758542
Question: While the rules state 'a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once.'

Does this mean if both players have re-roll effects that only the first player to use their re-roll can do so?

Example:
When rolling the attack dice the defender gets to modify the results first, then the attacker gets to apply their mofifications.

Say Sisko attacks with 4 dice and hits with all 4. He's shooting at a Klingon Ship captained by Koloth who gets to re-roll one of his opponents Attack Dice. He forces Sisko to re-roll one of the Hits and it is now a miss. It is Sisko's turn to modify the dice and he has a power that allows him to re-roll an attack dice if he wants to. Unfortunately the only 'miss' in his dice is the one that has already been re-rolled once... Does Sisko get to use his re-roll?

The argument in the game was whether the 'one re-roll' was 'one-reroll' total or 'one-reroll' per player... My assumption was that it was one re-roll total and that if that meant the other player couldn't use their reroll they were just out of luck - would be interested to hear other opinions though...

Thanks,
Keith Mc
Andrew Parks 13758610

kmccallig wrote:

Question: While the rules state 'a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once.'

Does this mean if both players have re-roll effects that only the first player to use their re-roll can do so?

Example:
When rolling the attack dice the defender gets to modify the results first, then the attacker gets to apply their mofifications.

Say Sisko attacks with 4 dice and hits with all 4. He's shooting at a Klingon Ship captained by Koloth who gets to re-roll one of his opponents Attack Dice. He forces Sisko to re-roll one of the Hits and it is now a miss. It is Sisko's turn to modify the dice and he has a power that allows him to re-roll an attack dice if he wants to. Unfortunately the only 'miss' in his dice is the one that has already been re-rolled once... Does Sisko get to use his re-roll?

The argument in the game was whether the 'one re-roll' was 'one-reroll' total or 'one-reroll' per player... My assumption was that it was one re-roll total and that if that meant the other player couldn't use their reroll they were just out of luck - would be interested to hear other opinions though...

Thanks,
Keith Mc


Only one re-roll per die total.
dc0nklin 13760030
Yet one more question on Cloaked Mines that I think got buried in the rush a few pages back:

Can Cloaked Mines (and by extension Anti-matter mines) be placed partially off the the play area?

Thx!
csimian 13760278

Andrew Parks wrote:

kmccallig wrote:

Question: While the rules state 'a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once.'

Does this mean if both players have re-roll effects that only the first player to use their re-roll can do so?

Example:
When rolling the attack dice the defender gets to modify the results first, then the attacker gets to apply their mofifications.

Say Sisko attacks with 4 dice and hits with all 4. He's shooting at a Klingon Ship captained by Koloth who gets to re-roll one of his opponents Attack Dice. He forces Sisko to re-roll one of the Hits and it is now a miss. It is Sisko's turn to modify the dice and he has a power that allows him to re-roll an attack dice if he wants to. Unfortunately the only 'miss' in his dice is the one that has already been re-rolled once... Does Sisko get to use his re-roll?

The argument in the game was whether the 'one re-roll' was 'one-reroll' total or 'one-reroll' per player... My assumption was that it was one re-roll total and that if that meant the other player couldn't use their reroll they were just out of luck - would be interested to hear other opinions though...

Thanks,
Keith Mc


Only one re-roll per die total.


In the situation where Koloth forces a re-roll on a ship with Worf whose text says:

Disable this card to re-roll your entire attack roll. You must re-roll all of the dice and keep the results of the second roll.


Since one of the Attack dice has been re-rolled due to Koloth, can the other player use Worf to re-roll the un-rolled attack dice? I'm just wondering since his text states you have to re-roll all of the dice and you can't due to Koloth.
Andrew Parks 13760743

dc0nklin wrote:

Yet one more question on Cloaked Mines that I think got buried in the rush a few pages back:

Can Cloaked Mines (and by extension Anti-matter mines) be placed partially off the the play area?

Thx!


No.
Andrew Parks 13760753

csimian wrote:

Andrew Parks wrote:

kmccallig wrote:

Question: While the rules state 'a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once.'

Does this mean if both players have re-roll effects that only the first player to use their re-roll can do so?

Example:
When rolling the attack dice the defender gets to modify the results first, then the attacker gets to apply their mofifications.

Say Sisko attacks with 4 dice and hits with all 4. He's shooting at a Klingon Ship captained by Koloth who gets to re-roll one of his opponents Attack Dice. He forces Sisko to re-roll one of the Hits and it is now a miss. It is Sisko's turn to modify the dice and he has a power that allows him to re-roll an attack dice if he wants to. Unfortunately the only 'miss' in his dice is the one that has already been re-rolled once... Does Sisko get to use his re-roll?

The argument in the game was whether the 'one re-roll' was 'one-reroll' total or 'one-reroll' per player... My assumption was that it was one re-roll total and that if that meant the other player couldn't use their reroll they were just out of luck - would be interested to hear other opinions though...

Thanks,
Keith Mc


Only one re-roll per die total.


In the situation where Koloth forces a re-roll on a ship with Worf whose text says:

Disable this card to re-roll your entire attack roll. You must re-roll all of the dice and keep the results of the second roll.


Since one of the Attack dice has been re-rolled due to Koloth, can the other player use Worf to re-roll the un-rolled attack dice? I'm just wondering since his text states you have to re-roll all of the dice and you can't due to Koloth.


In this case, you would do as much of the text as possible, so you would re-roll all of the other dice.
H00D4M4N 13760824
Thanks so much for the lightning quick responses, Andrew. This is great!
rjwknight 13762593
1) In OP 1, if I beam over an away team not featuring my captain to DS9, and it's the only away team on board, can I take an action and attack this turn with DS9?

2) Since the station would have an effective Captain value of 1 has it missed its chance for an action or would it act next?

Thanks in advance
Andrew Parks 13762661

rjwknight wrote:

1) In OP 1, if I beam over an away team not featuring my captain to DS9, and it's the only away team on board, can I take an action and attack this turn with DS9?

2) Since the station would have an effective Captain value of 1 has it missed its chance for an action or would it act next?

Thanks in advance


1. You can attack but not take an Action during the same turn tht you beam over. Your action was beaming over.

2. Ditto
rjwknight 13762822
Thanks for quick response, that's the way we ruled in our practice game.
SaxCarr 13763088
Ug... I hate to ask this but after a recent play session where this was debated now I'm all confused. I can't phrase this yes/no but I can try and make it multiple choice...

Quantum Torpedoes say: "If a target ship is hit, add 1 (hit) result to your total damage."

When does this apply? I.E. a "hit" means a hit result is rolled? y/n

This is a cancel-able hit correct? If so would it also be changeable with other card affects... such as to a critical hit?

Thus a ship hit with all hit dice (so 5 (hit) results) you would then add one die in the hit result to the mix?

---

This all came about because my friends interpretation was basically that if any hits got through (i.e. a ship being hit = an un-cancelled hit result) it took one additional damage... which isn't the case I felt. But it got me thinking about when the torpedo's effect takes place... before or after other effects.

For example, if you rolled 3 blanks and 2 battle stations. Would the effect happen before you could spend a token to make those hits? Or would that step come first... then because there is now a hit, you get the bonus?

I know I know... over thinking it... but in the crazy meta-game of our giant local play group, its good to know these things.
H00D4M4N 13763254

SaxCarr wrote:

Ug... I hate to ask this but after a recent play session where this was debated now I'm all confused. I can't phrase this yes/no but I can try and make it multiple choice...

Quantum Torpedoes say: "If a target ship is hit, add 1 (hit) result to your total damage."

When does this apply? I.E. a "hit" means a hit result is rolled? y/n

This is a cancel-able hit correct? If so would it also be changeable with other card affects... such as to a critical hit?

Thus a ship hit with all hit dice (so 5 (hit) results) you would then add one die in the hit result to the mix?

---

This all came about because my friends interpretation was basically that if any hits got through (i.e. a ship being hit = an un-cancelled hit result) it took one additional damage... which isn't the case I felt. But it got me thinking about when the torpedo's effect takes place... before or after other effects.

For example, if you rolled 3 blanks and 2 battle stations. Would the effect happen before you could spend a token to make those hits? Or would that step come first... then because there is now a hit, you get the bonus?

I know I know... over thinking it... but in the crazy meta-game of our giant local play group, its good to know these things.


Your friend is correct. If the defender avoids all hit results with dice/tokens, then the attacker doesn't inflict the extra hit. But if the defender is going to take any amount of damage, then it takes one more additional hit.
Andrew Parks 13763266

SaxCarr wrote:

Ug... I hate to ask this but after a recent play session where this was debated now I'm all confused. I can't phrase this yes/no but I can try and make it multiple choice...

Quantum Torpedoes say: "If a target ship is hit, add 1 (hit) result to your total damage."

When does this apply? I.E. a "hit" means a hit result is rolled? y/n

This is a cancel-able hit correct? If so would it also be changeable with other card affects... such as to a critical hit?

Thus a ship hit with all hit dice (so 5 (hit) results) you would then add one die in the hit result to the mix?

---

This all came about because my friends interpretation was basically that if any hits got through (i.e. a ship being hit = an un-cancelled hit result) it took one additional damage... which isn't the case I felt. But it got me thinking about when the torpedo's effect takes place... before or after other effects.

For example, if you rolled 3 blanks and 2 battle stations. Would the effect happen before you could spend a token to make those hits? Or would that step come first... then because there is now a hit, you get the bonus?

I know I know... over thinking it... but in the crazy meta-game of our giant local play group, its good to know these things.


As per the rulebook, page 14, a ship is considered "Hit" during the Compare Results stage. It is therefore after you have had the chance to cancel the Hit and Critical Hit results from the initial dice roll.

Andrew
mariettabrit 13771528
Couple of questions I just want confirming...

1. If I have a target lock on a ship which is destroyed and subsequently uses cheat death. Do I keep the target lock or is it removed... what about other tokens the ship had on it when destroyed, battlestations, scans etc ?

2. If I start my movement in a cloaked mine range 1 area, move forward and remain in the same cloaked mine area... do I take damage again from the same mine ? I believe for anti-matter mines you have to leave the template and enter again correct ?
csimian 13772629
1. Can Cloaked Minefield tokens be placed so the tokens themselves overlap? I am imagining two different players trying to place their token in the same place.

2. If you shoot through two or more non-planet obstacles (like Cloaked Minefield tokens) is the added defensive dice cumulative? Or is it just one additional defensive die regardless of how many non-planet obstacles you shoot through?

EDIT:

Follow-up to #1

3. If you cannot overlap Cloaked Minefield tokens, then which player lays down their token first?
delta_angelfire 13773158

csimian wrote:

3. If you cannot overlap Cloaked Minefield tokens, then which player lays down their token first?


Just as an answer to this one, this is not physically possible. the tokens must be layed down within range 2 of your ship, and outside of range 2 of all opponent ships. there is no place you could put it that would allow your opponent to place in the same spot on the same turn.
csimian 13773210

delta_angelfire wrote:

csimian wrote:

3. If you cannot overlap Cloaked Minefield tokens, then which player lays down their token first?


Just as an answer to this one, this is not physically possible. the tokens must be layed down within range 2 of your ship, and outside of range 2 of all opponent ships. there is no place you could put it that would allow your opponent to place in the same spot on the same turn.


Thanks! Time for more coffee. Should have known that one.
dc0nklin 13773552
It's that time... time for some OP Month 3 clarifications!

Under special rules the description of the granted Action is:

ACTION: If your ship is not Cloaked, disable all of your remaining Shields and then place either up to 2 Ground Troop Tokens (or 1 Subspace Anti-personnel Mine Token) onto AR-558.


The wording is a bit ambiguous.

Was the intention that you can't take the Action if you are Cloaked or have active shields (like most other such Actions)?

Some have read it as though you can take the Action if you are Cloaked.
fastback64 13773598
It's the same as OP1, beaming on to DS9.

The first condition is you can't be cloaked to even begin this action period.
BeastRabban 13775172

delta_angelfire wrote:

csimian wrote:

3. If you cannot overlap Cloaked Minefield tokens, then which player lays down their token first?


Just as an answer to this one, this is not physically possible. the tokens must be layed down within range 2 of your ship, and outside of range 2 of all opponent ships. there is no place you could put it that would allow your opponent to place in the same spot on the same turn.


It is possible to place the cloaked mine tokens so they overlap as only part of each token needs to be in range 2 of your ship. So both players can have their token within range two of their ship, but overlap the other players token in the no-mans land in between.

Set two ships up at about range 4 and a half and then play around with the tokens. Admittedly the ranges where you can do it are pretty finite but it is possible.
Andrew Parks 13776476

mariettabrit wrote:

Couple of questions I just want confirming...

1. If I have a target lock on a ship which is destroyed and subsequently uses cheat death. Do I keep the target lock or is it removed... what about other tokens the ship had on it when destroyed, battlestations, scans etc ?

2. If I start my movement in a cloaked mine range 1 area, move forward and remain in the same cloaked mine area... do I take damage again from the same mine ?

3. I believe for anti-matter mines you have to leave the template and enter again correct ?


1. Keep all tokens on a ship that used Cheat Death.

2. Yes

3. No. If you don't leave, you get zapped again. If you do leave, however, you're okay.
Andrew Parks 13776484

csimian wrote:

1. Can Cloaked Minefield tokens be placed so the tokens themselves overlap? I am imagining two different players trying to place their token in the same place.

2. If you shoot through two or more non-planet obstacles (like Cloaked Minefield tokens) is the added defensive dice cumulative? Or is it just one additional defensive die regardless of how many non-planet obstacles you shoot through?

EDIT:

Follow-up to #1

3. If you cannot overlap Cloaked Minefield tokens, then which player lays down their token first?


1. Yes, pretty sure.

2. Cumulative
Andrew Parks 13776505

dc0nklin wrote:

It's that time... time for some OP Month 3 clarifications!

Under special rules the description of the granted Action is:

ACTION: If your ship is not Cloaked, disable all of your remaining Shields and then place either up to 2 Ground Troop Tokens (or 1 Subspace Anti-personnel Mine Token) onto AR-558.


The wording is a bit ambiguous.

Was the intention that you can't take the Action if you are Cloaked or have active shields (like most other such Actions)?

Some have read it as though you can take the Action if you are Cloaked.


This text works in the same way as all other Upgrades and Mission Actions that use this text. Doesn't work at all if you're Cloaked. If you have Active Shields, disable 'em (rulebook, pg. 19)
Jaels 13776538
In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?
stoneart69 13776712
For OP3 is it 7 tokens and 3 mines per ship in your fleet, or one set of 10
(7+3) total tokens divided into your fleet how you see fit.
Andrew Parks 13776800

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong.
Andrew Parks 13776813

stoneart69 wrote:

For OP3 is it 7 tokens and 3 mines per ship in your fleet, or one set of 10
(7+3) total tokens divided into your fleet how you see fit.


It's one set of 10. You don't actually assign them to the ships. They are just placed beside your Ship Cards out of the play area.

Gonna add this to the FAQ right now...

Andrew
csimian 13777122

Andrew Parks wrote:

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong. :what:


Can you expound on what other card text or tokens will affect the ground combat?

Will Elite Attack Dice be allowed for ground combat?
Andrew Parks 13777346

csimian wrote:

Andrew Parks wrote:

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong.


Can you expound on what other card text or tokens will affect the ground combat?

Will Elite Attack Dice be allowed for ground combat?


I believe that when this was tested many moons ago, that you could use anything that didn't require use during the normal Combat Phase Sequence. So you could use special re-roll effects (like the Commendation Token or EAD), but not Combat Tokens like Target Lock, Scan, Battle Stations, or Evade.

And these guys are not ships, so anything that specifically boosts ships is definitely right out.

My design partner was the lead developer on the OP material, and he is about to tie the knot, so my ability to answer such questions without absolute certainty is limited for now.

Andrew
XanderF 13777628

Andrew Parks wrote:

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong.


1) If the 'elite attack die' is workable for the planetary attacks...

2) ...does the 'double hit' result have any particularly special meaning?
hairToday 13777723

Andrew Parks wrote:

hairToday wrote:

Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

1. You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.


1. I am not sure. A WizKids rep would need to answer this. I am unfortunately not an expert on the tournament rules.



Did you ever get an answer on this? I haven't seen anything in the thread.

Also:

If I shoot at a ship captained Koloth(when defending, force the attacker to reroll one dice) and I have a target lock on Koloth, then I spend the target lock to reroll two of my dice, am I right in assuming that those dice cannot be rerolled by Koloth?

In the same vein, who decides to reroll first? That is, should I spend my target lock before Koloth chooses a dice, or should I choose which dice to reroll after Koloth has forced his reroll?

On a different tack, do concussive charges deal damage in addition to removing a token for each hit or crit? I'm fairly certain they do, but I gotta be sure.
Andrew Parks 13778052

XanderF wrote:

Andrew Parks wrote:

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong.


1) If the 'elite attack die' is workable for the planetary attacks...

2) ...does the 'double hit' result have any particularly special meaning?


It will cause 2 casualties unless it is cancelled.
Andrew Parks 13778074

hairToday wrote:

Andrew Parks wrote:

hairToday wrote:

Thanks again for taking the time to answer our questions Andrew. I've got some more for the pile.

1. You mentioned earlier that resources count towards the surviving fleet points total. If player 1's fleet is wiped out, does player 2 score points for player 1's resource? Seems odd if you could only score 95 points on someone using the EAD.


1. I am not sure. A WizKids rep would need to answer this. I am unfortunately not an expert on the tournament rules.



1. Did you ever get an answer on this? I haven't seen anything in the thread.

Also:

2. If I shoot at a ship captained Koloth(when defending, force the attacker to reroll one dice) and I have a target lock on Koloth, then I spend the target lock to reroll two of my dice, am I right in assuming that those dice cannot be rerolled by Koloth?

3. In the same vein, who decides to reroll first? That is, should I spend my target lock before Koloth chooses a dice, or should I choose which dice to reroll after Koloth has forced his reroll?

4. On a different tack, do concussive charges deal damage in addition to removing a token for each hit or crit? I'm fairly certain they do, but I gotta be sure.


1. Not yet. See above comment about man tying large knot.

2. Koloth re-rolls first (see rulebook page 13, final sentence). His result cannot be re-rolled.

3. See #2.

4. Yes.
Sharkmoose 13779133

Are OWPs considered " enemy ships" for cloaked mine purposes?

In other words, do I have to place my cloaked mines range 2 from OWPs???

Thanks,
Andrew H



stpitner 13779137

Sharkmoose wrote:


Are OWPs considered " enemy ships" for cloaked mine purposes?

In other words, do I have to place my cloaked mines range 2 from OWPs???

Thanks,
Andrew H





From the Month 2 OP FAQ on the first page:

5. Are OWPs considered "ships" for card text purposes?

Yes.


So I would say yes to your question.
Sharkmoose 13779314
"Ships" yes. "ENEMY Ships", I'll wait to hear from "other" Andrew.

The reason for the clarification on the specifics of the term "Enemy" is important to some of us. OWPs may be ships, but whether they are "Opponent", "Enemy", "Friendly" (yes I am being snarky now...), should be clarified a bit further. Some of us want to put our cloaked mines closer to the OWPs during the Month 2 tournament!
Andrew Parks 13779325
Yes, they are considered enemy ships for purposes of laying down the Cloaked Mines.
Sharkmoose 13779337
Darn. Thanks "other" Andrew.
delta_angelfire 13780218
1. cloaked mines - If you are in range of multiple cloaked minefields at the start of your movement, do you trigger either of them if your single movement takes you completely out of both their fields of fire?

2. OP2 - How is firing order determined for OWPs? When a ship is in range of multiple OWPs this is important.

Andrew Parks 13780745

delta_angelfire wrote:

1. cloaked mines - If you are in range of multiple cloaked minefields at the start of your movement, do you trigger either of them if your single movement takes you completely out of both their fields of fire?

2. OP2 - How is firing order determined for OWPs? When a ship is in range of multiple OWPs this is important.



1. No.

2. Randomly
Magentawolf 13782488

Andrew Parks wrote:

stoneart69 wrote:

For OP3 is it 7 tokens and 3 mines per ship in your fleet, or one set of 10
(7+3) total tokens divided into your fleet how you see fit.


It's one set of 10. You don't actually assign them to the ships. They are just placed beside your Ship Cards out of the play area.

Gonna add this to the FAQ right now...

Andrew


I would be a lot happier if we had to assign the tokens to our ships. It would add additional tactical opportunities, and feel much 'cleaner' rather then popping those marines out of extra-dimensional storage.
H00D4M4N 13783368
If a ship is forced to roll two less attack dice this round and that ship attacks with its ground forces, the ground forces would roll two less dice as well, right?
Magentawolf 13783754

H00D4M4N wrote:

If a ship is forced to roll two less attack dice this round and that ship attacks with its ground forces, the ground forces would roll two less dice as well, right?


I wouldn't think so. The ship isn't attacking, the forces already on the ground are.
Mordaenor 13783957

Andrew Parks wrote:

dragonwalker wrote:

Hi,

If I'm using the USS Defiant with the special text: "When defending, convert all of your opponent's [critical] results into [hit] results." Does the OWP count as an opponent?


Yes.


Hi Andrew,
Would you be so kind as to update FAQ #5 under Dominion War month 2, to state that OWP's are not only ships, but "Enemy/Opponent Ships"? It came up in last night's event and the Host ruled that they were "Enemies but not Opponents since they were not controlled by the opposing player"
H00D4M4N 13784013

Magentawolf wrote:

H00D4M4N wrote:

If a ship is forced to roll two less attack dice this round and that ship attacks with its ground forces, the ground forces would roll two less dice as well, right?


I wouldn't think so. The ship isn't attacking, the forces already on the ground are.


But if a ship that "cannot attack this round" can't attack with ground troops, then wouldn't this be along the same lines?
davedujour 13784093

Mordaenor wrote:

Andrew Parks wrote:

dragonwalker wrote:

Hi,

If I'm using the USS Defiant with the special text: "When defending, convert all of your opponent's [critical] results into [hit] results." Does the OWP count as an opponent?


Yes.


Hi Andrew,
Would you be so kind as to update FAQ #5 under Dominion War month 2, to state that OWP's are not only ships, but "Enemy/Opponent Ships"? It came up in last night's event and the Host ruled that they were "Enemies but not Opponents since they were not controlled by the opposing player"


So this is only relevant to the Defiant changing [CRIT] to [HIT] results? Because I can't find anywhere else that the word "opponent" could relate to the OWP. Unless you decide to fire on them for no reason.
stpitner 13784229
Would it be worthwhile to have a separate FAQ thread that dealt specifically with the OP and related questions? A lot of the questions include a lot of specific things to scenarios.

My question is also for the OP. I see that for the debris field in OP 2 that the highest ranked player places the first token (3rd bullet point under set up). Does this highest ranked player concept also apply towards initiative? Is it standard initiative rules, or would the highest ranked player have initiative regardless of the build? I could see an additional scenario - if two people each have an 100 pt Romulan fleet, would the 5-dice roll for initiative be replaced by the higher ranked player getting initiative?
Andrew Parks 13785421

stpitner wrote:

Would it be worthwhile to have a separate FAQ thread that dealt specifically with the OP and related questions? A lot of the questions include a lot of specific things to scenarios.

My question is also for the OP. I see that for the debris field in OP 2 that the highest ranked player places the first token (3rd bullet point under set up). Does this highest ranked player concept also apply towards initiative? Is it standard initiative rules, or would the highest ranked player have initiative regardless of the build? I could see an additional scenario - if two people each have an 100 pt Romulan fleet, would the 5-dice roll for initiative be replaced by the higher ranked player getting initiative?


I am not aware of any tournament rule that links tournament rank with player initiative during the rest of the battle. If the rules have a different method for debris placement, that does not mean other rules are changed.
Andrew Parks 13785448

Mordaenor wrote:

Andrew Parks wrote:

dragonwalker wrote:

Hi,

If I'm using the USS Defiant with the special text: "When defending, convert all of your opponent's [critical] results into [hit] results." Does the OWP count as an opponent?


Yes.


Hi Andrew,
Would you be so kind as to update FAQ #5 under Dominion War month 2, to state that OWP's are not only ships, but "Enemy/Opponent Ships"? It came up in last night's event and the Host ruled that they were "Enemies but not Opponents since they were not controlled by the opposing player"


Done.
Andrew Parks 13785465

H00D4M4N wrote:

If a ship is forced to roll two less attack dice this round and that ship attacks with its ground forces, the ground forces would roll two less dice as well, right?


Things that affect ships don't normally affect the ground troops.

The main exception is something that stops a ship from attacking. That is because the ship must forgo its attack to attack with the troops, and can't do this if it doesn't have the ability to attack at all.
Novacat 13785809
I suspect this has been asked before, but search functions are fail.

If I have two Jem'hadar attack ships, each equipped with a Long Range Tachyon Scan ("When attacking a ship at range 3, you may spend 1 [scan] token to force that ship to roll 2 less defense dice this round."), and they both attack with sensor scan tokens, is the effect of the Tachyon Scan commutative, or is it only -2 defense dice for the ship that has the upgrade?
lyoncage 13785905
Need a clarification on Dice Re-roll.

In the Rule Book on page 14 in the Modifying Dice Results.

"Re-roll: Some effects allow players to re-roll certain dice. To resolve this, the player pick up the appropriate number of dice from the common area and rolls those dice again

IMPORTANT: When a die is converted or re-rolled, ignore its original result and apply only the new result. This new result may be modified by other effects; however; a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once."

How does this interact with Koloth and his ability after an attack has say used his target lock?

I would have to use Koloth first? Then that die couldn't be re-rolled or could I use it after the target lock re-roll? Also...that said how does it interact with Sisko?

Thanks.
Magentawolf 13786078

lyoncage wrote:

Need a clarification on Dice Re-roll.

In the Rule Book on page 14 in the Modifying Dice Results.

"Re-roll: Some effects allow players to re-roll certain dice. To resolve this, the player pick up the appropriate number of dice from the common area and rolls those dice again

IMPORTANT: When a die is converted or re-rolled, ignore its original result and apply only the new result. This new result may be modified by other effects; however; a die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says that the die can be re-rolled more than once."

How does this interact with Koloth and his ability after an attack has say used his target lock?

I would have to use Koloth first? Then that die couldn't be re-rolled or could I use it after the target lock re-roll? Also...that said how does it interact with Sisko?

Thanks.


During the Modify Attack Dice step, the defender modifies dice first, and then the attacker gets the chance to. The die re-rolled by Koloth cannot be again re-rolled by an ordinary target lock.

During the Modify Defense Dice step, the attacker modifies dice first, and then the defender resolves any abilities.
Chargers 13786534
I'm second guessing myself ... does Pike reduce the cost of all Crew upgrades for your entire squadron or just those on the ship that he is captaining?
Skyguard 13786548

Chargers wrote:

I'm second guessing myself ... does Pike reduce the cost of all Crew upgrades for your entire squadron or just those on the ship that he is captaining?


Just the ship he is on.
lyoncage 13787122
Thanks Magentawolf! I missed that step re-read and saw after you pointed it out.
XanderF 13787827
Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?
Magentawolf 13788599

XanderF wrote:

Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?


Planets only seem to block line of fire for attacking; you're allowed to target-lock through them, so I don't see anything to prevent you from doing so.
H00D4M4N 13788607

XanderF wrote:

Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?


The OWPs would make that extremely difficult, if not impossible. They count as opposing ships so I just can't see a spot for them to go.
H00D4M4N 13788621
If time is called and nobody loses anything, who wins? The player with a smaller build?
Magentawolf 13788681

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.
Andrew Parks 13788806

Novacat wrote:

I suspect this has been asked before, but search functions are fail.

If I have two Jem'hadar attack ships, each equipped with a Long Range Tachyon Scan ("When attacking a ship at range 3, you may spend 1 [scan] token to force that ship to roll 2 less defense dice this round."), and they both attack with sensor scan tokens, is the effect of the Tachyon Scan commutative, or is it only -2 defense dice for the ship that has the upgrade?


It's only -2 for each ship, as it only reduces 2 dice total per use, and it applies to each of those immediate attacks.

Andrew
davedujour 13789942

H00D4M4N wrote:

XanderF wrote:

Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?


The OWPs would make that extremely difficult, if not impossible. They count as opposing ships so I just can't see a spot for them to go.


Not in OP3 they don't. Personally I think the enemy will be within range 2 of the planet in OP3 too, but maybe not.
davedujour 13789996
Is it possible get this "Preliminary" FAQ out of preliminary status and somewhere official like the WizKids website?

Here's why I'm asking. In my OP2 event tonight there was a question about Cloaked Mines placement & the OWPs. The organizer initially ruled that the OWPs were not enemies or ships because nowhere on the OP2 rule sheet did it explicitly say so. I, and others, argued against that. The ruling stuck for round 1. I said if I go up against an fleet with cloaked mines I might as well concede since I built for OWPs being ships. The organizer then consulted with the 2 players with cloaked mines and changed the ruling...for rounds 2 & 3. But he insisted he couldn't get to this Preliminary FAQ for reference. One guy did lose his first round because of the initial ruling.

So I'd love to see something official come out ASAP, just to remove these arguments in the future. Heck, even a link somewhere on the WizKids site pointing to the first page here would be enough for me.
Andrew Parks 13790272
I think the issue right now is simply that there are so many expansions plus OP Kits coming out that it is difficult to get a final FAQ document at the moment. I think perhaps with November there will be a slight lull and things can be solidified.

In the meantime, I suggest emailing a link to the FAQ to your TD before each tournament so they are aware of the latest rulings.

Andrew
XanderF 13790885

davedujour wrote:

H00D4M4N wrote:

XanderF wrote:

Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?


The OWPs would make that extremely difficult, if not impossible. They count as opposing ships so I just can't see a spot for them to go.


Not in OP3 they don't. Personally I think the enemy will be within range 2 of the planet in OP3 too, but maybe not.


Well, you have to move within range 2 of the planet in OP3 in order to beam troops/mines down, or to engage in ground combat.

So this question gets kind of interesting - an IRW Praetus with another Bird of Prey can move '4'. If they start at the closest possible point to the planet in setup, they can blast right towards it on turn 1. In the "planning" phase of turn 2, then, the two ships would be positioned to completely surround the planet with minefields - range 2 from a 'speed 4' jump from start reaches all the way through the planet (at an angle), so 2 minefields at 60-degree offsets, and a third right about where the ships end up, and the planet is surrounded at the start of turn 2.

Not really the 'optimal' cloaked minefield setup, but a pretty aggressive one right from the get-go.
davedujour 13792496

XanderF wrote:

davedujour wrote:

H00D4M4N wrote:

XanderF wrote:

Can cloaked mines be deployed through a planet?

IE., I zip my ship right up next to the planet, 'range 2' from the ship easily reaches straight through the planet, so...can I stick the minefield on the other side of the planet from my ship?


The OWPs would make that extremely difficult, if not impossible. They count as opposing ships so I just can't see a spot for them to go.


Not in OP3 they don't. Personally I think the enemy will be within range 2 of the planet in OP3 too, but maybe not.


Well, you have to move within range 2 of the planet in OP3 in order to beam troops/mines down, or to engage in ground combat.

So this question gets kind of interesting - an IRW Praetus with another Bird of Prey can move '4'. If they start at the closest possible point to the planet in setup, they can blast right towards it on turn 1. In the "planning" phase of turn 2, then, the two ships would be positioned to completely surround the planet with minefields - range 2 from a 'speed 4' jump from start reaches all the way through the planet (at an angle), so 2 minefields at 60-degree offsets, and a third right about where the ships end up, and the planet is surrounded at the start of turn 2.

Not really the 'optimal' cloaked minefield setup, but a pretty aggressive one right from the get-go.


We should take this to the OP3 thread.
davedujour 13792905

Andrew Parks wrote:

I think the issue right now is simply that there are so many expansions plus OP Kits coming out that it is difficult to get a final FAQ document at the moment. I think perhaps with November there will be a slight lull and things can be solidified.

In the meantime, I suggest emailing a link to the FAQ to your TD before each tournament so they are aware of the latest rulings.

Andrew


How is this going to change in the near future? The next expansion isn't until December, but the Organized Play events are continuing past February now. Information on two more has just come out, which takes us through April...about the time first Delta Quadrant ships are released. So presumably there will be another 6 month tournament focused around the Delta Quadrant. Granted, that's just a guess.

I am going to start bringing the first post of this thread (now onto 6 pages!) to all my tournaments now, just in case, but it would be nice if the FAQ was more official.
Skyguard 13793721
Just looking for a quick clarification on cloaked mines, I've been playing them as they stay on the board for the whole game once deployed, even after they fired as something. Is that correct? I believe it is, but it was questioned in last nights games by a player and I thought I check with the group for conformation.


Card Text: Cloaked Mines
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.
TimeOut 13794118
This happened to me last week. It is really frustrating to play for an hour and then have it come down to a battle stations roll.

As a note; we did have 6 very damaged ships at the end of the hour, we just couldn't manage to kill any of them.

Magentawolf wrote:

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.
JustinKase 13794166

Magentawolf wrote:

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.


Are you sure this is how it works? That the person with the smaller fleet size auto loses?

Because when awarding points for killing an opponents fleet, you get those extra points.

What I mean is, when Player A (100 pt) wipes out player B (99 pt), Player A scores 100 points, not 99 points.

So, why would Player B be penalized in the initially presented situation if both fleets survived engagement until time out?
XanderF 13794223

JustinKase wrote:

Magentawolf wrote:

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.


Are you sure this is how it works? That the person with the smaller fleet size auto loses?

Because when awarding points for killing an opponents fleet, you get those extra points.

What I mean is, when Player A (100 pt) wipes out player B (99 pt), Player A scores 100 points, not 99 points.

So, why would Player B be penalized in the initially presented situation if both fleets survived engagement until time out?


Because that's how the rules work.

It's "100 points minus your surviving opponents fleet".

So if you table him, you subtract '0' points (he has no ships left) and so score '100'.

If you kill none of his ships, and he has all 99 pts left, you subtract '99', and get '1' point...to win the match!

I was complaining about that elsewhere - it basically means you want to count up your opponent squad points before the match. If you have 100, and they have less, your "best play" is to just avoid engaging with them entirely. It's an auto-win for you.
davedujour 13794504

XanderF wrote:

JustinKase wrote:

Magentawolf wrote:

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.


Are you sure this is how it works? That the person with the smaller fleet size auto loses?

Because when awarding points for killing an opponents fleet, you get those extra points.

What I mean is, when Player A (100 pt) wipes out player B (99 pt), Player A scores 100 points, not 99 points.

So, why would Player B be penalized in the initially presented situation if both fleets survived engagement until time out?


Because that's how the rules work.

It's "100 points minus your surviving opponents fleet".

So if you table him, you subtract '0' points (he has no ships left) and so score '100'.

If you kill none of his ships, and he has all 99 pts left, you subtract '99', and get '1' point...to win the match!

I was complaining about that elsewhere - it basically means you want to count up your opponent squad points before the match. If you have 100, and they have less, your "best play" is to just avoid engaging with them entirely. It's an auto-win for you.


And even if the 100 pt fleet loses to the 99 pt fleet, they still get 1 fleet point which might be enough for a tie-breaker.
H00D4M4N 13794507

XanderF wrote:

JustinKase wrote:

Magentawolf wrote:

H00D4M4N wrote:

If time is called and nobody loses anything, who wins? The player with a smaller build?


Your fleet points are equal to the scenario build total, minus the opponent's surviving points.

If you had a 100pt fleet, and he had a 99pt fleet, you would have 1 fleet point and win the game.

If you were both tied, it'd be a dice off - 5 dice, most battlestations win. Whee.


Are you sure this is how it works? That the person with the smaller fleet size auto loses?

Because when awarding points for killing an opponents fleet, you get those extra points.

What I mean is, when Player A (100 pt) wipes out player B (99 pt), Player A scores 100 points, not 99 points.

So, why would Player B be penalized in the initially presented situation if both fleets survived engagement until time out?


Because that's how the rules work.

It's "100 points minus your surviving opponents fleet".

So if you table him, you subtract '0' points (he has no ships left) and so score '100'.

If you kill none of his ships, and he has all 99 pts left, you subtract '99', and get '1' point...to win the match!

I was complaining about that elsewhere - it basically means you want to count up your opponent squad points before the match. If you have 100, and they have less, your "best play" is to just avoid engaging with them entirely. It's an auto-win for you.


Yep, that's totally messed up.
JustinKase 13795012
That's a bit warped. Like you said, you can just make a 100pt survival/turtle fleet and hope for a win through time out.

Though I don't see anything in any thread that states that a ruling has been made that agrees this is the intent.

I would think it is a dice off at the end if no one lost anything on either side.
stoneart69 13795197
In x-wing a modified win is a difference of 35 points, I think their scoring solves many issues.
Andrew Parks 13795448

Skyguard wrote:

Just looking for a quick clarification on cloaked mines, I've been playing them as they stay on the board for the whole game once deployed, even after they fired as something. Is that correct? I believe it is, but it was questioned in last nights games by a player and I thought I check with the group for conformation.


Card Text: Cloaked Mines
During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


Correct.
wrabbit37 13795563

Andrew Parks wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.



Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.



Andrew - would it be possible to have these two added to the FAQ? I keep getting questions about multiple Tactical Officers on a ship, and about whether Mirok can actually heal Critical Damage (and then whether he can heal it before other damage). Thanks!
H00D4M4N 13796491

wrabbit37 wrote:

Andrew Parks wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.



Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.



Andrew - would it be possible to have these two added to the FAQ? I keep getting questions about multiple Tactical Officers on a ship, and about whether Mirok can actually heal Critical Damage (and then whether he can heal it before other damage). Thanks!


Why do we need Mirok in the FAQ? Seems a bit unnecessary to me. Mirok can repair damage and critical damage is still damage, so what's the confusion? I would imagine if it was meant to be non-critical damage only, then the designers would have said "non-critical damage" or something similar. This would just make the FAQ bigger than it needs to be.
wrabbit37 13796554

H00D4M4N wrote:

wrabbit37 wrote:

Andrew Parks wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.



Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.



Andrew - would it be possible to have these two added to the FAQ? I keep getting questions about multiple Tactical Officers on a ship, and about whether Mirok can actually heal Critical Damage (and then whether he can heal it before other damage). Thanks!


Why do we need Mirok in the FAQ? Seems a bit unnecessary to me. Mirok can repair damage and critical damage is still damage, so what's the confusion? I would imagine if it was meant to be non-critical damage only, then the designers would have said "non-critical damage" or something similar. This would just make the FAQ bigger than it needs to be.


The reason I asked for it is because I keep getting asked about it by people who are skeptical that it can happen. It's gotten to the point that before games against new players, when I show them Mirok, I also tell them that rule so they're not surprised by it. I still have people who disbelieve me.

If Andrew thinks it'll make the document too big, that's fine, I'll keep telling people the rule before games. But I figured I'd ask.
H00D4M4N 13796665

wrabbit37 wrote:

H00D4M4N wrote:

wrabbit37 wrote:

Andrew Parks wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.



Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.



Andrew - would it be possible to have these two added to the FAQ? I keep getting questions about multiple Tactical Officers on a ship, and about whether Mirok can actually heal Critical Damage (and then whether he can heal it before other damage). Thanks!


Why do we need Mirok in the FAQ? Seems a bit unnecessary to me. Mirok can repair damage and critical damage is still damage, so what's the confusion? I would imagine if it was meant to be non-critical damage only, then the designers would have said "non-critical damage" or something similar. This would just make the FAQ bigger than it needs to be.


The reason I asked for it is because I keep getting asked about it by people who are skeptical that it can happen. It's gotten to the point that before games against new players, when I show them Mirok, I also tell them that rule so they're not surprised by it. I still have people who disbelieve me.

If Andrew thinks it'll make the document too big, that's fine, I'll keep telling people the rule before games. But I figured I'd ask.


I understand that, but some players just like to be difficult. If we had every little thing in the FAQ there would be so much to read.

All you really have to say to them is critical damage is still damage, so it works.

It actually is in the rulebook on page 17:

"CRITICAL DAMAGE

When a ship suffers damage, players deal the Damage Card face down and ignore the card's text. However, when a ship suffers critical damage, players deal the Damage Card face up.

The text on face up Damage Cards is resolved as instructed on the card. When a ship is dealt a Damage Card face up, place a Critical Hit Token near the ship. This token reminds players that this ship is affected by an ongoing effect. If a ship somehow manages to remove the ongoing effect (e.g. by flipping the card face down, by discarding that card, etc.) return the Critical Hit Token to the supply."

Both are forms of damage. Now if a card said it can remove something more specific, like a face down damage card or face up damage card, then there would be a restriction.
Andrew Parks 13796829

wrabbit37 wrote:

Andrew Parks wrote:

Illyth wrote:

If you put two (or more?) Tactical Officers on a single ship, would their abilities stack? That is, would spending a single Target Lock allow not just two re-rolls, but three (or more)?

Text from Tactical Officer:

"When removing your Target Lock from an opposing ship in order to re-roll your attack dice, you may re-roll each attack die one additional time."


Yes. It isn't an "Action" so it can be repeated.



Andrew Parks wrote:

KHAAAAAAAAAAN wrote:

Mirok (the romulan captain) reads:
"After you move, if at least one friendly ship is within range 1 of your ship, repair 1 damage to your hull or shields.
Does this effect work for critical damage?


Yes.



Andrew - would it be possible to have these two added to the FAQ? I keep getting questions about multiple Tactical Officers on a ship, and about whether Mirok can actually heal Critical Damage (and then whether he can heal it before other damage). Thanks!


Yes, I will add both of these to the FAQ, but someone in another thread has given me sufficient justification to reverse the ruling on Tactical Officer.

What I hadn't considered is that both Tactical Officers are triggering off the same token (the Target Lock Token). This is similar to Spock and Geordi with the Scan Token. So in the end, it seems the double Tactical Officer strategy is a no-no.

Regarding Mirok, I think it's worthy of the FAQ because the rulebook does sometimes distinguish between "damage" and "critical damage", so I will clarify that Mirok can repair both.

Sorry for the confusion. Lack of sleep (and brains) are entirely to blame. shake

Andrew
wrabbit37 13796855

Andrew Parks wrote:

Yes, I will add both of these to the FAQ, but someone in another thread has given me sufficient justification to reverse the ruling on Tactical Officer.

What I hadn't considered is that both Tactical Officers are triggering off the same token (the Target Lock Token). This is similar to Spock and Geordi with the Scan Token. So in the end, it seems the double Tactical Officer strategy is a no-no.

Regarding Mirok, I think it's worthy of the FAQ because the rulebook does sometimes distinguish between "damage" and "critical damage", so I will clarify that Mirok can repair both.

Sorry for the confusion. Lack of sleep (and brains) are entirely to blame. shake

Andrew


Thank you on both counts, and good to know about the double Tactical Officer change. Gotta update my list for Sunday's OP event.
Reklawyad 13797453
Cards like

Nu'Daq (Klingon/Starter)
Captain Skill: 5
When attacking, you may convert 1 [BATTLESTATIONS] result into a [DAMAGE] result.
Cost: 3
Elite Talent Upgrades: 0

Missile Launchers (Ferengi/ LE Krayton Pack)
A: 2
Range: 1-2
Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc, Roll 2 attack dice for each of these attacks. Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.
Cost: 3

When "attacking" does that include the entire attack or each separate attack?

I assume you would only get to convert one die over both attacks, but you never know.
Andrew Parks 13798024

Reklawyad wrote:

Cards like

Nu'Daq (Klingon/Starter)
Captain Skill: 5
When attacking, you may convert 1 [BATTLESTATIONS] result into a [DAMAGE] result.
Cost: 3
Elite Talent Upgrades: 0

Missile Launchers (Ferengi/ LE Krayton Pack)
A: 2
Range: 1-2
Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc, Roll 2 attack dice for each of these attacks. Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.
Cost: 3

When "attacking" does that include the entire attack or each separate attack?

I assume you would only get to convert one die over both attacks, but you never know.


Since the Missile Launcher creates 2 attacks, you would get to use Nu'Daq each time. This would be different, for example, than the Forward Weapons Grid, which divides 1 attack between two different targets.
davedujour 13798826
Question about Command Tokens. If I have 2 sets of Command Tokens (like I do now from participating in two OP2 events), can I choose any combination of the Tokens I have in my collection for the 5 I use in a tournament? For example, can I choose two copies "Before rolling any of your attack dice, you may add +1 attack die to the current attack"?
XanderF 13798929

davedujour wrote:

Question about Command Tokens. If I have 2 sets of Command Tokens (like I do now from participating in two OP2 events), can I choose any combination of the Tokens I have in my collection for the 5 I use in a tournament? For example, can I choose two copies "Before rolling any of your attack dice, you may add +1 attack die to the current attack"?


I'm guessing not.

Otherwise, who would choose anything except for five of the 'before rolling, set one of the dice to any side of your choice' results? I mean, that's going to be BRUTAL when combined with weapons that have a high effectiveness balanced by typically low odds to-hit (IE., things like the Breen energy dampener).
Andrew Parks 13798943

davedujour wrote:

Question about Command Tokens. If I have 2 sets of Command Tokens (like I do now from participating in two OP2 events), can I choose any combination of the Tokens I have in my collection for the 5 I use in a tournament? For example, can I choose two copies "Before rolling any of your attack dice, you may add +1 attack die to the current attack"?


No, each set of Command Tokens is a separate entity.
tellerium 13798959
Quick questions regarding the commendation tokens from the OP events.

Can you use more than 1 commendation token in a game?
Can you use more than 1 commendation token in a turn?

Sorry if this has already been asked and Thanks.
Andrew Parks 13798971

tellerium wrote:

Quick questions regarding the commendation tokens from the OP events.

Can you use more than 1 commendation token in a game?
Can you use more than 1 commendation token in a turn?

Sorry if this has already been asked and Thanks.


Unless I'm mistaken, you can only use these one time at the very next tournament in the series at that store. You can only use them once, and if you don't use it during that next tournament, you lose it, so you should never have two at the same time.
tb55555 13798974
If Marktok (5pt Captain Skill 8) is forced to skip his "perform action" step does he still give a free action to another ship?
tellerium 13798980

Andrew Parks wrote:

tellerium wrote:

Quick questions regarding the commendation tokens from the OP events.

Can you use more than 1 commendation token in a game?
Can you use more than 1 commendation token in a turn?

Sorry if this has already been asked and Thanks.


Unless I'm mistaken, you can only use these one time at the very next tournament in the series at that store. You can only use them once, and if you don't use it during that next tournament, you lose it, so you should never have two at the same time.


Whoops. Missed that. Thank you, that makes things easier.
Andrew Parks 13799156

tb55555 wrote:

If Marktok (5pt Captain Skill 8) is forced to skip his "perform action" step does he still give a free action to another ship?


Yes.
davedujour 13799190

Andrew Parks wrote:

davedujour wrote:

Question about Command Tokens. If I have 2 sets of Command Tokens (like I do now from participating in two OP2 events), can I choose any combination of the Tokens I have in my collection for the 5 I use in a tournament? For example, can I choose two copies "Before rolling any of your attack dice, you may add +1 attack die to the current attack"?


No, each set of Command Tokens is a separate entity.


I figured so. Just wanted to confirm. The idea came to me tonight while prepping for tomorrow and my last OP2 event. Thanks.
Chance Gardener 13800627
I've a question regarding the R.I.S. Apnex's action.
Card text:
ACTION (once/game) Every ship at Range 1 sustains 1 damage (including this ship).
During the Planning Phase, this ship must choose a "1" Maneuver (forward, bank, or turn) for the rest of the game.


It's near the end of a campaign.
Some enemy ships are severely damaged but still in there, hanging back a little.

The Apnex positions itself so that on one turn it can warp among the enemy fleet to within 1.
And it does this move first before the other ships have moved.

QUESION: Based on the card text, I can trigger the ship's Action and have it take out any enemy ships that are down to no active shields with 1 hull before they move/attack correct?
davedujour 13800663

Chance Gardener wrote:

I've a question regarding the R.I.S. Apnex's action.
Card text:
ACTION (once/game) Every ship at Range 1 sustains 1 damage (including this ship).
During the Planning Phase, this ship must choose a "1" Maneuver (forward, bank, or turn) for the rest of the game.


It's near the end of a campaign.
Some enemy ships are severely damaged but still in there, hanging back a little.

The Apnex positions itself so that on one turn it can warp among the enemy fleet to within 1.
And it does this move first before the other ships have moved.

QUESION: Based on the card text, I can trigger the ship's Action and have it take out any enemy ships that are down to no active shields with 1 hull before they move/attack correct?


Yes.
Chargers 13801357
When you repair damage and you only have a face-up critical damage card, do you:

1) remove the face-up critical damage card
2) use a marker to note that you have +1 hull; this keeps the effect of the face-up critical damage card
3) something else
H00D4M4N 13801438

Chargers wrote:

When you repair damage and you only have a face-up critical damage card, do you:

1) remove the face-up critical damage card
2) use a marker to note that you have +1 hull; this keeps the effect of the face-up critical damage card
3) something else


Remove the card unless there is wording that says to flip it over.
lomn 13801599

H00D4M4N wrote:

Chargers wrote:

When you repair damage and you only have a face-up critical damage card, do you:

1) remove the face-up critical damage card
2) use a marker to note that you have +1 hull; this keeps the effect of the face-up critical damage card
3) something else


Remove the card unless there is wording that says to flip it over.
Remove the card, period. "Critical repair" (flipping a damage card face-down due to the text of the card) is entirely different from actually repairing damage.
Reklawyad 13803337
Andrew,

Something that just came up, with the resource that is assigned to your force, when do you score points for the resource?

Thanks!
orunlu 13804521
If my suicide attack overlaps more than 1 ship does it get 8 dice of attack vs all of them?
Andrew Parks 13804545

Reklawyad wrote:

Andrew,

Something that just came up, with the resource that is assigned to your force, when do you score points for the resource?

Thanks!


I'm not a pro on the Tournament Rules, so I'm not sure how the Resources are scored at the end of a tournament.
Andrew Parks 13804546

orunlu wrote:

If my suicide attack overlaps more than 1 ship does it get 8 dice of attack vs all of them?


No, you only hit the first ship you overlap.
delta_angelfire 13804935
OP3 Reinforcements Sideboard question:

1) When using a card like Cloaking Device with the Reinforcements, Does it only take up 4 points?

(Cloaking Device: 4 points standard, +5 points if equipped to a ship that is not the U.S.S. Defiant.)

(Reinforcements Sideboard: Prior to the event, players select 1 of each of the following card types and places them in the appropriate section of the Reinforcements Sideboard: 1 Captain Card, 1 Elite Talent Card, 1 Crew Upgrade, 1 Tech Upgrade and 1 Weapon Upgrade. The total cost of these cards may not exceed 20 SP)
XanderF 13805256
Question came up tonight in RE: a crit result for 'stunned helmsmen'. It reads:

The next time you attack, do not roll any attack dice. Then flip this card face down.


A few questions came up from that:

1 Do I have to have a target for an attack? As it happens, I got this crit on a turn I was quite facing away from the enemy, and slowly looping around. Can I just "attack" empty space on the following turn? Fire a salvo into the void, then flip the card over?

2 This was during the OP2 event, and as it happens there WAS one of the OWPs directly in front of the ship in question on the first turn after the crit. Now, the rules say these cannot be DESTROYED in OP2...

"For purposes of this tournament, disregard the Hull and Shield values as well as the SP Cost. The OWPs are not controlled by either player and may not be destroyed."

...however, they are definitely counted as an 'enemy ship'. Could I *attack* that OWP? Even if nothing will come of that - the rules say I cannot DESTROY it, it is a ship though, and the rules don't say I cannot ATTACK it, so...could I just 'attempt to fire away' at the OWP (without possible effect on it) to clear the crit?

3 Tournament judge ruled that, lacking an official answer, I could do neither of the above, so I was cruising along with my stunned helmsmen for a few turns (no enemy ships obliged me by crossing my path), and I ended up taking another crit from an OWP...another 'stunned helmsmen' (yes, the deck had been shuffled). So...now I have two 'stunned helmsmen' crits. The text on the card would appear to read that the next time I perform an attack, I roll no dice, and then flip the card down...but does that 'perform an attack' actually TRIGGER both cards? Based on previous precedent for actions/events that trigger a card only triggering one relevant card at a time, the ruling was an aborted fire attempt would not clear both cards, but only one of them. Ergo, I'd have to twice manage to get a ship in my sights - and shoot at it - before this effect would go away and I'd actually get to roll dice. Is this a correct reading of the crit result?
delta_angelfire 13805273
Going along with Xanders questions^

4) Does "Attacking" with a stunned helmsman cause you to drop out of cloak?
Andrew Parks 13805391

delta_angelfire wrote:

OP3 Reinforcements Sideboard question:

1) When using a card like Cloaking Device with the Reinforcements, Does it only take up 4 points?

(Cloaking Device: 4 points standard, +5 points if equipped to a ship that is not the U.S.S. Defiant.)

(Reinforcements Sideboard: Prior to the event, players select 1 of each of the following card types and places them in the appropriate section of the Reinforcements Sideboard: 1 Captain Card, 1 Elite Talent Card, 1 Crew Upgrade, 1 Tech Upgrade and 1 Weapon Upgrade. The total cost of these cards may not exceed 20 SP)


If an Upgrade with a penalty cost (like Cloaking Device) is equipped to the Sideboard instead of its home ship, you must pay the +5 points (out of your 20). In addition, if this Upgrade is equipped to a ship that is not its home ship, it receives an Auxiliary Power Token.
Andrew Parks 13805407

XanderF wrote:

Question came up tonight in RE: a crit result for 'stunned helmsmen'. It reads:

The next time you attack, do not roll any attack dice. Then flip this card face down.


A few questions came up from that:

1 Do I have to have a target for an attack? As it happens, I got this crit on a turn I was quite facing away from the enemy, and slowly looping around. Can I just "attack" empty space on the following turn? Fire a salvo into the void, then flip the card over?

2 This was during the OP2 event, and as it happens there WAS one of the OWPs directly in front of the ship in question on the first turn after the crit. Now, the rules say these cannot be DESTROYED in OP2...

"For purposes of this tournament, disregard the Hull and Shield values as well as the SP Cost. The OWPs are not controlled by either player and may not be destroyed."

...however, they are definitely counted as an 'enemy ship'. Could I *attack* that OWP? Even if nothing will come of that - the rules say I cannot DESTROY it, it is a ship though, and the rules don't say I cannot ATTACK it, so...could I just 'attempt to fire away' at the OWP (without possible effect on it) to clear the crit?

3 Tournament judge ruled that, lacking an official answer, I could do neither of the above, so I was cruising along with my stunned helmsmen for a few turns (no enemy ships obliged me by crossing my path), and I ended up taking another crit from an OWP...another 'stunned helmsmen' (yes, the deck had been shuffled). So...now I have two 'stunned helmsmen' crits. The text on the card would appear to read that the next time I perform an attack, I roll no dice, and then flip the card down...but does that 'perform an attack' actually TRIGGER both cards? Based on previous precedent for actions/events that trigger a card only triggering one relevant card at a time, the ruling was an aborted fire attempt would not clear both cards, but only one of them. Ergo, I'd have to twice manage to get a ship in my sights - and shoot at it - before this effect would go away and I'd actually get to roll dice. Is this a correct reading of the crit result?


1. You must have a target.

2. Yes, you could fire at the OWP to clear the crit.

3. Each time you fire would only clear 1 of the Stunned Helmsman crits.
Andrew Parks 13805409

delta_angelfire wrote:

Going along with Xanders questions^

4) Does "Attacking" with a stunned helmsman cause you to drop out of cloak?


Yes.
delta_angelfire 13806723
Is "I stab at thee" optional?

If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.
Magentawolf 13807010

delta_angelfire wrote:

Is "I stab at thee" optional?

If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.


Nope! If you have that talent, and the ship is destroyed, you must roll for it.
Andrew Parks 13807992

Magentawolf wrote:

delta_angelfire wrote:

Is "I stab at thee" optional?

If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.


Nope! If you have that talent, and the ship is destroyed, you must roll for it.


Correct.
tb55555 13809223
The command tokens resource lists a number of rules for the free tokens you can choose. If I take the target lock token and use it in play. The only restriction the reference card says is that the target needs to be in range 3 of the ship taking the target lock. Does this mean I can target lock a cloaked ship using this token?
Andrew Parks 13809641

tb55555 wrote:

The command tokens resource lists a number of rules for the free tokens you can choose. If I take the target lock token and use it in play. The only restriction the reference card says is that the target needs to be in range 3 of the ship taking the target lock. Does this mean I can target lock a cloaked ship using this token?


No. It is essentially a free Target Lock action used during the Activation Phase.
XanderF 13810608
For OP3, what 'attack related' actions or events can ships use when resolving the ground combat?

From earlier in the thread, it was noted that the 'elite attack dice' can be used in place of a die in a round of ground combat. And I believe I recall that the ship triggering the attack can NOT use a 'target lock' it might have on some other ship to re-roll any of the attack dice.

What of other functions? EX:

1 If my ship is at 'battle stations'...do the ground combat results that come up with that result get converted to 'hits'?

2 In context of the event rule "The attacker rolls 1 attack die for each of his Ground Troop Tokens on AR-558 (max 4)" ...what happens if my ship triggering the attack has Donatra ("All other friendly ships within Range 1 of your ship gains +1 attack die.") nearby? If I start with a 'max 4' attack from 4 ground groups...can she bump it up to 5 with her '+1 to attack'? Or if the '4 dice attack' really is an ABSOLUTE max, but I had just 3 ground groups...would Donatra being near the triggering ship bump it up to the 4 value?

3 Can the 'command token' capability to add a dice to any attack be used, here? (As with #2: ...to push an attack over 4 dice? ...to push an attack UP TO 4 dice?)

4 Can the 'command token' capability to set a dice to a particular value, before rolling remaining dice, be used in ground combat? What about the 'command token' "reroll" values?

5 If under the special effect of a weapon or crit, for example the Ferengi EM pulse ("Disable this card to target a ship at Range 1-2. The targeted ship rolls 1 less attack die and 1 less defense die this round") or the crit 'stunned helmsmen' ("The next time you attack, do not roll any attack dice. Then flip this card face down.")...does the triggering ship for a particular instance of ground combat have to deal with that penalty IN the ground combat? (IE., I have four troops on the ground, I'd normally roll four dice, but my ship triggering the attack is under the effect of a Ferengi EM pulse, so...do I "roll one less attack die" to just roll three?)

6 If my ship has a captain or crew member that allow re-rolls or modifications of 'blank' results when attacking, does that re-roll benefit apply when the ship is triggering ground combat rolls?
csimian 13810935
Reinforcement Sideboard:

Can multiple ships use actions to access the Sideboard during the same turn?
Harry Llama 13811116
Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?
H00D4M4N 13811191

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).
Andrew Parks 13811239

XanderF wrote:

For OP3, what 'attack related' actions or events can ships use when resolving the ground combat?

From earlier in the thread, it was noted that the 'elite attack dice' can be used in place of a die in a round of ground combat. And I believe I recall that the ship triggering the attack can NOT use a 'target lock' it might have on some other ship to re-roll any of the attack dice.

What of other functions? EX:

1 If my ship is at 'battle stations'...do the ground combat results that come up with that result get converted to 'hits'?

2 In context of the event rule "The attacker rolls 1 attack die for each of his Ground Troop Tokens on AR-558 (max 4)" ...what happens if my ship triggering the attack has Donatra ("All other friendly ships within Range 1 of your ship gains +1 attack die.") nearby? If I start with a 'max 4' attack from 4 ground groups...can she bump it up to 5 with her '+1 to attack'? Or if the '4 dice attack' really is an ABSOLUTE max, but I had just 3 ground groups...would Donatra being near the triggering ship bump it up to the 4 value?

3 Can the 'command token' capability to add a dice to any attack be used, here? (As with #2: ...to push an attack over 4 dice? ...to push an attack UP TO 4 dice?)

4 Can the 'command token' capability to set a dice to a particular value, before rolling remaining dice, be used in ground combat? What about the 'command token' "reroll" values?

5 If under the special effect of a weapon or crit, for example the Ferengi EM pulse ("Disable this card to target a ship at Range 1-2. The targeted ship rolls 1 less attack die and 1 less defense die this round") or the crit 'stunned helmsmen' ("The next time you attack, do not roll any attack dice. Then flip this card face down.")...does the triggering ship for a particular instance of ground combat have to deal with that penalty IN the ground combat? (IE., I have four troops on the ground, I'd normally roll four dice, but my ship triggering the attack is under the effect of a Ferengi EM pulse, so...do I "roll one less attack die" to just roll three?)

6 If my ship has a captain or crew member that allow re-rolls or modifications of 'blank' results when attacking, does that re-roll benefit apply when the ship is triggering ground combat rolls?


As a general rule, most of these situations would not assist the ground troops because they all specifically help ships, and ground troops are not ships. Even stuff that just increases your attack dice (like Scotty) is specifically tied in to the ship that it's located on (as per the card abilities section on page 21 of the full rules).

The exceptions I am aware of at the moment include:

1. Elite Attack Die (generic bonus to attack, not connected to a particular ship)

2. Command Tokens that specifically manipulate attack dice (also not connected to a particular ship). However, even these cannot allow you to exceed the maximum of 4 dice allowed by the scenario.

Also, if a ship loses the ability to attack, it cannot trigger an attack on the planet because that can only happen if the ship forgoes its normal attack.

Andrew
Andrew Parks 13811245

csimian wrote:

Reinforcement Sideboard:

Can multiple ships use actions to access the Sideboard during the same turn?


I believe the answer to this question is "yes", but as I did not design the Sideboard, I will have to make that tentative until I hear further.

Andrew
Harry Llama 13811774

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.
XanderF 13811794

Andrew Parks wrote:

XanderF wrote:

For OP3, what 'attack related' actions or events can ships use when resolving the ground combat?

From earlier in the thread, it was noted that the 'elite attack dice' can be used in place of a die in a round of ground combat. And I believe I recall that the ship triggering the attack can NOT use a 'target lock' it might have on some other ship to re-roll any of the attack dice.

What of other functions? EX:

1 If my ship is at 'battle stations'...do the ground combat results that come up with that result get converted to 'hits'?

2 In context of the event rule "The attacker rolls 1 attack die for each of his Ground Troop Tokens on AR-558 (max 4)" ...what happens if my ship triggering the attack has Donatra ("All other friendly ships within Range 1 of your ship gains +1 attack die.") nearby? If I start with a 'max 4' attack from 4 ground groups...can she bump it up to 5 with her '+1 to attack'? Or if the '4 dice attack' really is an ABSOLUTE max, but I had just 3 ground groups...would Donatra being near the triggering ship bump it up to the 4 value?

3 Can the 'command token' capability to add a dice to any attack be used, here? (As with #2: ...to push an attack over 4 dice? ...to push an attack UP TO 4 dice?)

4 Can the 'command token' capability to set a dice to a particular value, before rolling remaining dice, be used in ground combat? What about the 'command token' "reroll" values?

5 If under the special effect of a weapon or crit, for example the Ferengi EM pulse ("Disable this card to target a ship at Range 1-2. The targeted ship rolls 1 less attack die and 1 less defense die this round") or the crit 'stunned helmsmen' ("The next time you attack, do not roll any attack dice. Then flip this card face down.")...does the triggering ship for a particular instance of ground combat have to deal with that penalty IN the ground combat? (IE., I have four troops on the ground, I'd normally roll four dice, but my ship triggering the attack is under the effect of a Ferengi EM pulse, so...do I "roll one less attack die" to just roll three?)

6 If my ship has a captain or crew member that allow re-rolls or modifications of 'blank' results when attacking, does that re-roll benefit apply when the ship is triggering ground combat rolls?


As a general rule, most of these situations would not assist the ground troops because they all specifically help ships, and ground troops are not ships. Even stuff that just increases your attack dice (like Scotty) is specifically tied in to the ship that it's located on (as per the card abilities section on page 21 of the full rules).

The exceptions I am aware of at the moment include:

1. Elite Attack Die (generic bonus to attack, not connected to a particular ship)

2. Command Tokens that specifically manipulate attack dice (also not connected to a particular ship). However, even these cannot allow you to exceed the maximum of 4 dice allowed by the scenario.

Also, if a ship loses the ability to attack, it cannot trigger an attack on the planet because that can only happen if the ship forgoes its normal attack.

Andrew


That helps...a bit. That is, I am reading this to mean the attack happening on the planet is not related to the ship's actions outside of the ship merely being ABLE to execute an attack?

If so, the answer to the questions (assuming I'm understanding your answer correctly) would be:

1 No, 'battle stations' on the triggering ship has no impact.

2 No, modifiers to ship base attack has no impact.

3 Yes (kinda), command tokens can impact the roll. They cannot add MORE than four dice, but if you have, say, 3 ground troops left, you could use the 'add one dice' command token to roll 4 dice, anyway.

4 Yes, this can be used normally

5 Kinda, this has an effect. Weapon results that just reduce attack numbers do not have any effect - as long as the ship CAN attack (if it had a target and wanted to), it can trigger ground combat. However, crits that prohibit attacks WILL prevent the ship from triggering ground combat.

6 The ability for captains or crew to modify attacks from the ship has no impact on ground combat.

That sound accurate?
Andrew Parks 13811953
Sounds correct to me. cool
delta_angelfire 13812251
Do we have to pay the +1 point faction penalty for cards on the reinforcements board?
davedujour 13812301

Andrew Parks wrote:

csimian wrote:

Andrew Parks wrote:

Kusig wrote:

Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?



1. As per the rulebook (page 23), as long as the ship vacates the Minefield Token on the next round, it does not suffer any penalty. If it has trouble getting off (e.g. because it bumped another ship on the way out), it suffers the penalty once again.

2. Yes, as long as the Kraxon has both target ships in its forward firing arc (not difficult with its 180˚ firing arc). Also, keep in mind that the Kraxon will end up with 2 Auxiliary Power Tokens. She'll be running on fumes!

Andrew


Cloaked Mines

Since on page 18 "Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules" And Cloaked mines states:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Does this mean if an enemy ship hits the mine token, it will be attacked. And the following turn it moves again and passes within Range 1. It would be attacked again?


This would work similar to the Antimatter Mines, but with a wider range. If you ended movement within Range 1 of the Minefield Token on one turn, you would roll the damage. If you moved out of the damage area the next turn, you would not roll damage.


Can we get this promoted to the first post in the thread please? There's been some confusion around here about if the Range 1 of Cloaked Mines behaves like Antimatter Mines and obstacles for damage when starting inside the area.
H00D4M4N 13814463

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.
davedujour 13814577

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.
prydain 13814692
Can the OWP's 4 attack dice (in month two tournament) be reduced? For example the IKS Maht-H'A "any ship attacking you at Range 1 rolls 1 less attack die".
Magentawolf 13814920

prydain wrote:

Can the OWP's 4 attack dice (in month two tournament) be reduced? For example the IKS Maht-H'A "any ship attacking you at Range 1 rolls 1 less attack die".


Yes, the OWPs do count as enemy ships, and can be modified by these abilities.
Harry Llama 13815126

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.

Please understand that I do not intend this to be rude but Print & Play was intended for game pieces that were lost or damaged. Minefield tokens are also a complex shape and range is measured from them; they can not be adequately reproduced with a household printer. I paid $15 each for two ships that require a minefield token, and I only have the one that goes with the Antimatter Mines from the starter.
davedujour 13815221

Harry Llama wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.

Please understand that I do not intend this to be rude but Print & Play was intended for game pieces that were lost or damaged. Minefield tokens are also a complex shape and range is measured from them; they can not be adequately reproduced with a household printer. I paid $15 each for two ships that require a minefield token, and I only have the one that goes with the Antimatter Mines from the starter.


Then take it up with the designer, he's on BGG very frequently. I suspect if there's ever a reprint of the the Praetus expansion it will include the minefield token. Until then, use the one you already have in the base game or print your own.

BTW, all the color printers I have access too can print that shape just fine and I can cut it out easily enough. It doesn't need to be on cardboard, just get a heavier weight of paper. Laminate it if needed, then only count the colored part, not the laminate or white part.
Harry Llama 13815318

davedujour wrote:

Harry Llama wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.

Please understand that I do not intend this to be rude but Print & Play was intended for game pieces that were lost or damaged. Minefield tokens are also a complex shape and range is measured from them; they can not be adequately reproduced with a household printer. I paid $15 each for two ships that require a minefield token, and I only have the one that goes with the Antimatter Mines from the starter.


Then take it up with the designer, he's on BGG very frequently. I suspect if there's ever a reprint of the the Praetus expansion it will include the minefield token. Until then, use the one you already have in the base game or print your own.

BTW, all the color printers I have access too can print that shape just fine and I can cut it out easily enough. It doesn't need to be on cardboard, just get a heavier weight of paper. Laminate it if needed, then only count the colored part, not the laminate or white part.

Again, not to be rude, but if I wanted to make my own games pieces I wouldn't have paid money for any of them. I'll contact WizKids directly to see if they are willing to correct the oversight.
Jaels 13815484
1. When using Cheat Death with Suicide Attack, would a brand new ship doing the attack be left with Max Damage - 1, or be still brand new? As Suicide Attack mentions destroying the ship, but not dealing damage to it, it would usually just be removed from play, but does it actually receive damage cards until enough to explode?

Cheat Death: If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down.
Suicide Attack: ACTION: At the end of the Activation Phase, you must make a 1 Forward Maneuver and place an Auxiliary Power Token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.

H00D4M4N 13816090

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.

delta_angelfire 13816113

Jaels wrote:

1. When using Cheat Death with Suicide Attack, would a brand new ship doing the attack be left with Max Damage - 1, or be still brand new? As Suicide Attack mentions destroying the ship, but not dealing damage to it, it would usually just be removed from play, but does it actually receive damage cards until enough to explode?

Cheat Death: If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down.
Suicide Attack: ACTION: At the end of the Activation Phase, you must make a 1 Forward Maneuver and place an Auxiliary Power Token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



1) From First Post of this thread:
2. After playing Cheat Death, how many Damage Cards should my ship still have?

Your ship will have a number of Damage Cards equal to your Hull Value - 1. In other words, Cheat Death effectively puts you at 1 damage point away from destruction.

3. If I play Cheat Death after my ship is instantly destroyed (e.g. Warp Core Breach, Suicide Attack), what happens?

In this case you would add Damage Cards one at a time until the number of Damage Cards is equal to your Hull Value - 1. All face up Damage Cards would still be flipped face down as per the card's text.


2) need andrew to confirm
davedujour 13816332

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.



Go back and read Andrew's direct response to why there isn't a token for Cloaked Mines. I believe it's in this FAQ thread.
H00D4M4N 13816402

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.



Go back and read Andrew's direct response to why there isn't a token for Cloaked Mines. I believe it's in this FAQ thread.


No, I believe you, I just think it was a bad decision. I mean, I have more Tribbles than I know what to do with so they should have just been included anyhow.
davedujour 13816510

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.



Go back and read Andrew's direct response to why there isn't a token for Cloaked Mines. I believe it's in this FAQ thread.


No, I believe you, I just think it was a bad decision. I mean, I have more Tribbles than I know what to do with so they should have just been included anyhow.


Oh, I agree, the token should have been included, especially now that Wave 1 & later ships come with an extra sheet of cardboard for "effect tokens". There's more than enough blank space on the Praetus sheet for a mine token. Which is why I'm going to print a new one, glue it to that cardboard, and carefully cut it out & trim the edges. This is probably more work than it's worth though.
angellus00 13817061
Is month three intended to play with only 1 ship per player?
Magentawolf 13817083

angellus00 wrote:

Is month three intended to play with only 1 ship per player?


No.
Andrew Parks 13817321

delta_angelfire wrote:

Do we have to pay the +1 point faction penalty for cards on the reinforcements board?


No.
Andrew Parks 13817325

davedujour wrote:

Andrew Parks wrote:

csimian wrote:

Andrew Parks wrote:

Kusig wrote:

Two questions that came up.

If you drop Anti-Matter Mines on top of someone's ship. The following turn do they take an additional hit or are they protected when they move out of it?

Barrage of Fire:
I have 3 ships, two Brel with Barrage of fire and a kraxon without. Can I use barrage of fire on each brel adding the Kraxon's attack each time in the same turn?



1. As per the rulebook (page 23), as long as the ship vacates the Minefield Token on the next round, it does not suffer any penalty. If it has trouble getting off (e.g. because it bumped another ship on the way out), it suffers the penalty once again.

2. Yes, as long as the Kraxon has both target ships in its forward firing arc (not difficult with its 180˚ firing arc). Also, keep in mind that the Kraxon will end up with 2 Auxiliary Power Tokens. She'll be running on fumes!

Andrew


Cloaked Mines

Since on page 18 "Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules" And Cloaked mines states:

"If an enemy ship passes within Range 1 of the token roll 3 attack dice...."


Does this mean if an enemy ship hits the mine token, it will be attacked. And the following turn it moves again and passes within Range 1. It would be attacked again?


This would work similar to the Antimatter Mines, but with a wider range. If you ended movement within Range 1 of the Minefield Token on one turn, you would roll the damage. If you moved out of the damage area the next turn, you would not roll damage.


Can we get this promoted to the first post in the thread please? There's been some confusion around here about if the Range 1 of Cloaked Mines behaves like Antimatter Mines and obstacles for damage when starting inside the area.


Done.
Harry Llama 13817354

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.



Go back and read Andrew's direct response to why there isn't a token for Cloaked Mines. I believe it's in this FAQ thread.


No, I believe you, I just think it was a bad decision. I mean, I have more Tribbles than I know what to do with so they should have just been included anyhow.


Oh, I agree, the token should have been included, especially now that Wave 1 & later ships come with an extra sheet of cardboard for "effect tokens". There's more than enough blank space on the Praetus sheet for a mine token. Which is why I'm going to print a new one, glue it to that cardboard, and carefully cut it out & trim the edges. This is probably more work than it's worth though.

I found the thread you were referring to while trying to locate the Praetus's UPC for NECA's online contact form (WizKid's form requires a dropdown selection that hasn't been updated with Wave 1 products). Andrew didn't think of it as a multiples issue at all; he only thought of it as another use for the one in the box:

http://boardgamegeek.com/thread/1046617/so-does-anyone-else-...
Andrew Parks 13817366

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.
davedujour 13817390

Harry Llama wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

Harry Llama wrote:

H00D4M4N wrote:

Harry Llama wrote:

Can a self-replicating minefield token, from the month 1 OP kit, be used as a suitable replacement for a minefield token from the starter box per the Component Limitations on page 23 of the rulebook?


No, the shapes are different. You have to use the Minefield Token included in the starter (or print one of the print and play tokens posted on this site in PDF).

Would have been nice if the month 1 kit had standard minefield tokens instead of the round ones. Or, even better, the Praetus could/should have included a minefield token. Plenty of other ships have a third cardboard cutout to accommodate their required tokens.


Yep. It's unfortunate because the ship comes with a card that mentions a specific token so the token really should have came with every Praetus ship. The only thing I can think of is maybe Cloaked Mines were intended to be unique or during testing nobody really tried more than one so they didn't feel the need to include any.


Andrew has addressed why there isn't another Cloaked Mine token with the Praetus. He thought people wouldn't want a lot of them and yet another piece of cardboard, so he didn't request that one be put into the package.

There is an official print-and-play image for the mines token in the Files section now. It's legal in all games.


That really doesn't make sense to me. If people didn't want the excess cardboard they could have just given or thrown them away.



Go back and read Andrew's direct response to why there isn't a token for Cloaked Mines. I believe it's in this FAQ thread.


No, I believe you, I just think it was a bad decision. I mean, I have more Tribbles than I know what to do with so they should have just been included anyhow.


Oh, I agree, the token should have been included, especially now that Wave 1 & later ships come with an extra sheet of cardboard for "effect tokens". There's more than enough blank space on the Praetus sheet for a mine token. Which is why I'm going to print a new one, glue it to that cardboard, and carefully cut it out & trim the edges. This is probably more work than it's worth though.

I found the thread you were referring to while trying to locate the Praetus's UPC for NECA's online contact form (WizKid's form requires a dropdown selection that hasn't been updated with Wave 1 products). Andrew didn't think of it as a multiples issue at all; he only thought of it as another use for the one in the box:

http://boardgamegeek.com/thread/1046617/so-does-anyone-else-...


The phrase "I didn't realize that players would be so interested in acquiring the Mines in multiples" was what I based my "using mines in multiples" statement from. I guess it's really both, isn't it? Reuse of an existing token and not having more than 1 minefield in use at a time.
Andrew Parks 13817429
Okay, my co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.

Have I already updated the front page of the FAQ with this information? Hell yes! laugh
Mordaenor 13817487

Andrew Parks wrote:

Okay, my co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.


Congratulations to your co-designer.
XanderF 13819031
Can you fire on your own ships?

For example, the OP3 named prize ship has the "ability" to re-roll one attack dice for every hull damage it has taken. Can I start the mission, disable his shields, and then have a nearby friendly take a pot-shot at him to do some hull damage before we get in range of the enemy?
dc0nklin 13819803
NOT SURE IF WE'RE ASKING LEGITIMATE QUESTIONS ANYMORE



OR IF WE'VE BECOME THE WORST KIND OF RULES LAWYERS

csimian 13820228
Command Tokens:

Can command tokens be used to give a Battlestations token to a ship that already has one?

I know Defense Protocol One provides the ability to double up on Battlestation tokens, just wondering if Command Tokens did too.
XanderF 13820298

dc0nklin wrote:

NOT SURE IF WE'RE ASKING LEGITIMATE QUESTIONS ANYMORE
OR IF WE'VE BECOME THE WORST KIND OF RULES LAWYERS


SFB player for decades, so....yeeeah.

Anyway, seems an easy way to get in a few action-free rerolls. Line up something like the Apnex up behind the ship (base attack of '1' so rather reduce the odds of a crit), have it take polarized hull plating anyway, drop the shields and let the Apnex plink it once or twice straight to hull turn 1 or 2. With 6 hull and 4 shields, it can stand to lose some hull before popping the shield back up, and then do that very first pass against the enemy with a bit more accuracy to its shots.
delta_angelfire 13820404

XanderF wrote:

Can you fire on your own ships?

For example, the OP3 named prize ship has the "ability" to re-roll one attack dice for every hull damage it has taken. Can I start the mission, disable his shields, and then have a nearby friendly take a pot-shot at him to do some hull damage before we get in range of the enemy?


No, you may not attack your own ships.
I asked this a while back in regards to Forward Weapons Grid requiring 2 targets.
FortuneFavorTheBold 13820415
I think it's been stated previously that attacks must be made on enemy ships. You can't fire at a friendly ship, as much as I'd love to put Kirk with Cheat Death and I Stab At Thee on a generic science vessel and blow him up twice for 6 dice of undefended damage to the heart of my opponent's fleet.
Magius 13820690
A question I came up with while planning out my build for my second month two OP build:

If a ship has used Once More Unto the Breach, are they allowed to forsake one of their attacks for Barrage of Fire (at the -1 penalty from Once More, of course) and use the other to attack with (again, at the -1 penalty)?

Barrage of Fire: Attack: Discard this card to perform this attack. Target a friendly ship within range 1 of your ship. Target ship may not make an attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Once More Unto the Breach: Action: Discard this card to allow your primary weapon to make two attacks this turn at -1 attack die each. You may not roll Defense dice this turn.
Stormtrooper721 13820957
Andrew, could you put the ruling that the skill 8 Martok does not lose his ability to give a free action when he himself bumps a ship or goes through an obstacle into the actual FAQ?

I refer to page 23 of the FAQ thread where you say:

Card text is unaffected when moving into an obstacle. You simply cannot perform Actions. Since Martok's text is not an Action, he may still use his text in this situation.

Andrew


Here are questions that can be inserted into the FAQ to clarify:

Does the skill 8 Martok lose his ability to grant a free action to a friendly ship if his own ship...
a)...bumps or overlaps another ship?
b)...goes through or overlaps an obstacle?
c)...performs a red maneuver such as a Come About?


Also,

If a ship is denied its action by an auxiliary power token, collision with an obstacle or another ship, or the like, can skill 8 Martok still give that ship a free action?

Please clarify this in the FAQ ASAP as this comes up quite a bit in my games and though I have printed out your post from page 23 of this thread, put it in my binder, and will show it to opponents, some people prefer to see it in the actual FAQ.

Thanks very, very much.
Magentawolf 13821072

Stormtrooper721 wrote:


Please clarify this in the FAQ ASAP as this comes up quite a bit in my games and though I have printed out your post from page 23 of this thread, put it in my binder, and will show it to opponents, some people prefer to see it in the actual FAQ.

Thanks very, very much.


Then I despair of them ever understanding this game.
Godzillafreak01 13822079
Hey Andrew, I have a question about Cloaking.

If your shields are disabled, if you chose not to re-enable them for the next round, can you still cloak that turn? As the requirements for "cloaking" have been met?

Thanks again for answering all our questions!

Drew
Magentawolf 13822145

Godzillafreak01 wrote:

Hey Andrew, I have a question about Cloaking.

If your shields are disabled, if you chose not to re-enable them for the next round, can you still cloak that turn? As the requirements for "cloaking" have been met?

Thanks again for answering all our questions!

Drew


The requirements for cloaking are that you have at least one active shield [to disable]. If all of your shields are deactivated for whatever reason, then you cannot take the cloak action.
Godzillafreak01 13822201
Perfect. I know this is in the rules but I had an inquiry about it in the last game I played!

He was giving out free actions with Martok to ships that had to skip preform actions steps and also cloaking when he had no active shields! Yikes!

Drew
H00D4M4N 13822418

Magius wrote:

A question I came up with while planning out my build for my second month two OP build:

If a ship has used Once More Unto the Breach, are they allowed to forsake one of their attacks for Barrage of Fire (at the -1 penalty from Once More, of course) and use the other to attack with (again, at the -1 penalty)?

Barrage of Fire: Attack: Discard this card to perform this attack. Target a friendly ship within range 1 of your ship. Target ship may not make an attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Once More Unto the Breach: Action: Discard this card to allow your primary weapon to make two attacks this turn at -1 attack die each. You may not roll Defense dice this turn.


Isn't Barrage a secondary weapon?
Andrew Parks 13822461

XanderF wrote:

Can you fire on your own ships?

For example, the OP3 named prize ship has the "ability" to re-roll one attack dice for every hull damage it has taken. Can I start the mission, disable his shields, and then have a nearby friendly take a pot-shot at him to do some hull damage before we get in range of the enemy?


No. As per the rulebook, page 12, you must choose an "enemy ship" as your target.
Andrew Parks 13822475

csimian wrote:

Command Tokens:

Can command tokens be used to give a Battlestations token to a ship that already has one?

I know Defense Protocol One provides the ability to double up on Battlestation tokens, just wondering if Command Tokens did too.


The Command Token is the equivalent of a Battle Stations Action, so you can only perform it if you have not already performed a Battle Stations Action with that ship.
Andrew Parks 13822492

Magius wrote:

A question I came up with while planning out my build for my second month two OP build:

If a ship has used Once More Unto the Breach, are they allowed to forsake one of their attacks for Barrage of Fire (at the -1 penalty from Once More, of course) and use the other to attack with (again, at the -1 penalty)?

Barrage of Fire: Attack: Discard this card to perform this attack. Target a friendly ship within range 1 of your ship. Target ship may not make an attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Once More Unto the Breach: Action: Discard this card to allow your primary weapon to make two attacks this turn at -1 attack die each. You may not roll Defense dice this turn.


Barrage of Fire is a Secondary Weapon, so it cannot be combined with Once More Unto the Breach.
prydain 13823406
Hi Andrew,

This question came up again at our tournament regarding concussive charges. Can you please put this question/answer in the FAQ under weapon upgrades?

"Do concussive charges deal damage in addition to removing a token for each hit or crit?" Yes.

THANKS AGAIN ANDREW! Its amazing to have such support for the game from the designer!




Mordaenor 13825245
Do locked or converted dice count towards the one re-roll limit? Por example

1) If I use Command Token to lock one of my Attack Die as a Critical, can Koloth force me to re-roll it?

2) If Koloth forces me to re-roll an attack die and it comes up a Hit, can Toreth convert that hit to a Critical (assuming no other candidates for conversion are available)?
FortuneFavorTheBold 13825300
I'll defer to Andrew but I believe that the defender's modifiers are applied to the dice rolled first, then the attacker's modifiers.

In the examples you gave, I'm unsure of the Command Token effect and how it interacts in this instance, but I'm fairly certain Toreth would convert that hit to a critical.
Magentawolf 13825706

Mordaenor wrote:

Do locked or converted dice count towards the one re-roll limit? Por example

1) If I use Command Token to lock one of my Attack Die as a Critical, can Koloth force me to re-roll it?

2) If Koloth forces me to re-roll an attack die and it comes up a Hit, can Toreth convert that hit to a Critical (assuming no other candidates for conversion are available)?


Modified dice are not the same as 're-rolled' dice.

1 - The Command Token sets one die to 'X' before you roll the other dice. I believe Koloth would be effective in this situation. Nope. Reference card says this die may not be rolled or re-rolled.

2 - Yes. Koloth re-rolls that die, and then Toreth is allowed to modify any one 'hit' to a 'Critical'.
delta_angelfire 13825771

Magentawolf wrote:

Mordaenor wrote:

Do locked or converted dice count towards the one re-roll limit? Por example

1) If I use Command Token to lock one of my Attack Die as a Critical, can Koloth force me to re-roll it?


Modified dice are not the same as 're-rolled' dice.

1 - The Command Token sets one die to 'X' before you roll the other dice. I believe Koloth would be effective in this situation.

from the text of the reference card:
Before rolling any of your attack dice, you may set 1 of your dice on any side of your choice. This die may not be rolled or re-rolled during this round.

emphasis added. you may not use koloth on this die.
Magentawolf 13825906

delta_angelfire wrote:


from the text of the reference card:
Before rolling any of your attack dice, you may set 1 of your dice on any side of your choice. This die may not be rolled or re-rolled during this round.

emphasis added. you may not use koloth on this die.


There we go! I didn't have the card in front of me.
keokiyoung 13827666
Hi Andrew,

Thanks for a great game! I have a question regarding the Command Tokens from the Battle of Chin'toka event.

I can choose five out of the ten different Command Tokens for use in the game. If I have multiples of each Token, can I choose more than one of each type, like five of the same Token, or do they all have to be different?
davedujour 13827824

keokiyoung wrote:

Hi Andrew,

Thanks for a great game! I have a question regarding the Command Tokens from the Battle of Chin'toka event.

I can choose five out of the ten different Command Tokens for use in the game. If I have multiples of each Token, can I choose more than one of each type, like five of the same Token, or do they all have to be different?


Asked and answered already:

Andrew Parks wrote:

davedujour wrote:

Question about Command Tokens. If I have 2 sets of Command Tokens (like I do now from participating in two OP2 events), can I choose any combination of the Tokens I have in my collection for the 5 I use in a tournament? For example, can I choose two copies "Before rolling any of your attack dice, you may add +1 attack die to the current attack"?


No, each set of Command Tokens is a separate entity.
jonnyd76 13827838

keokiyoung wrote:

Hi Andrew,

Thanks for a great game! I have a question regarding the Command Tokens from the Battle of Chin'toka event.

I can choose five out of the ten different Command Tokens for use in the game. If I have multiples of each Token, can I choose more than one of each type, like five of the same Token, or do they all have to be different?


I can't find it right now, but Andrew has previously answered this as you may only choose 1 of each command token. You can't use multiple command token sets to pick 5 battlestations, for instance.

Edit: Ninja'd!
davedujour 13827936
Hey Andrew, can I suggest adding something to the first post to use the "printer friendly" view & searching through the whole thread for answers before posting a question to help reduce repeats? (Wow, that was a long sentence.)

http://boardgamegeek.com/thread/printerfriendly/1031156
Andrew Parks 13828215

prydain wrote:

Hi Andrew,

This question came up again at our tournament regarding concussive charges. Can you please put this question/answer in the FAQ under weapon upgrades?

"Do concussive charges deal damage in addition to removing a token for each hit or crit?" Yes.

THANKS AGAIN ANDREW! Its amazing to have such support for the game from the designer!



No problem, Richard. I added your question to the front.
Andrew Parks 13828225

davedujour wrote:

Hey Andrew, can I suggest adding something to the first post to use the "printer friendly" view & searching through the whole thread for answers before posting a question to help reduce repeats? (Wow, that was a long sentence.)

http://boardgamegeek.com/thread/printerfriendly/1031156


Great suggestion. I've added this to the Special Requests.
beltenebros 13833006
Hey Andrew, I also must thank you immensely for the game and the support provided. It is much appreciated!

Clarification regarding the Ch'Tang's ability and Once More Unto The Breach.

"Ch'tang :If you initiate an attack while cloaked, you may choose any number of your attack dice and re-roll them"

"Once More Unto The Breach: Action: Discard this card to allow your primary weapon to make two attacks this turn at -1 attack die each. You may not roll Defense dice this turn."

Can you use the Ch'Tangs ability to re-roll both attacks from Once More Unto The Breach?
Andrew Parks 13834879

beltenebros wrote:

Hey Andrew, I also must thank you immensely for the game and the support provided. It is much appreciated!

Clarification regarding the Ch'Tang's ability and Once More Unto The Breach.

"Ch'tang :If you initiate an attack while cloaked, you may choose any number of your attack dice and re-roll them"

"Once More Unto The Breach: Action: Discard this card to allow your primary weapon to make two attacks this turn at -1 attack die each. You may not roll Defense dice this turn."

Can you use the Ch'Tangs ability to re-roll both attacks from Once More Unto The Breach?


Yes.
Corphus 13837579
Hi Andrew,
I have a question regarding the special ability of the Kraxon vs. the shield-penetrating crits of Missile Launchers. Relevant card text:

Missile Launchers (Ferengi/ LE Krayton Pack)
Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

Kraxon
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.

I use Missile Launchers to attack a ship friendly to the Kraxon, rolling a crit. If the Kraxon chooses to absorb the damage does it take a crit damage directly to its hull per the Missile Launcher text, or does it take the damage to its shields per its own text?

Thanks for your commitment to the community here, it's much appreciated!
TechLee 13840194
Andrew, quick question on damage decks.

Is it 1 deck per player, or is it a shared deck?

Thanks!
Kusig 13841603
Does the 9 skill Martoks ability affect GenCon Khan? I assume no because Khan's skill becomes the same as Martok but wanted to verify just in case.
davedujour 13841651

Kusig wrote:

Does the 9 skill Martoks ability affect GenCon Khan? I assume no because Khan's skill becomes the same as Martok but wanted to verify just in case.


I don't think either Martok would affect Gen Khan since Khan wouldn't be lower than Martok.
Davitch 13841857

davedujour wrote:

Kusig wrote:

Does the 9 skill Martoks ability affect GenCon Khan? I assume no because Khan's skill becomes the same as Martok but wanted to verify just in case.


I don't think either Martok would affect Gen Khan since Khan wouldn't be lower than Martok.


I do believe that Khan would find this question insulting...
eldurand 13841956

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.
davedujour 13841961

Davitch wrote:

davedujour wrote:

Kusig wrote:

Does the 9 skill Martoks ability affect GenCon Khan? I assume no because Khan's skill becomes the same as Martok but wanted to verify just in case.


I don't think either Martok would affect Gen Khan since Khan wouldn't be lower than Martok.


I do believe that Khan would find this question insulting...


I'll say this for him, he's consistent.
sauron
eldurand 13842012
Quick clarification needed on the Barrage of Fire card.

Barrage of Fire: Attack: Discard this card to perform this attack. Target a friendly ship within range 1 of your ship. Target ship may not make an attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

In the event that the ship that is joining the attack has had its primary weapon value reduced by a critical hit, for example, I think you should use the reduced value, not the printed value, of its primary weapon. Is that correct?

Thanks again Andrew for all your hard work on this. The kids and I are absolutely loving this game. We've tried and played a lot of war, miniature and board games, and this is one of the few that has gotten all of us (15 year old daughter, 12 year old son, and myself) hooked. And hooked hard I might add - I just had to order a new storage box to hold my expanding fleet!
Chance Gardener 13842188

eldurand wrote:

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.


I believe that the mines actually trigger after you physically move but before you take your action.
That is why those that can scan can reduce the attack die by one.
stpitner 13842827

Chance Gardener wrote:

eldurand wrote:

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.


I believe that the mines actually trigger after you physically move but before you take your action.
That is why those that can scan can reduce the attack die by one.


* It's already answered in multiple places that evades are only during combat, so you cannot use that action against the mines. (page 10 of the rulebook as well)
* It sounds like you perform your action first based on this comment from Andrew:
http://boardgamegeek.com/article/13828653#13828653

Andrew Parks wrote:

If you Sensor Echo and land in a damage area, then you take damage. If you Sensor Echo through (and get past) the damage area, then you are okay. This is what makes it different than normal movement.


However, a couple posts later down, another person said that based on other rulings that were made on the board, made the following comment:

Combining with earlier ruling we get:

Sensor Echo into damage area, take damage
Move into but Sensor Echo out of damage area, take damage
Sensor Echo through damage area (and get past), no damage.


So to me my interpretation is that it applies after you finish ANY movement. That to me would mean you would check it before AND after your action (important for sensor echo). That would make me ask: If you are cloaked and finish movement within range 1 and do a REALLY stupid thing by doing a sensor echo action within the same mine field's range 1, would those mines fire twice? I definitely would think that if you land in 1 mine field and then sensor echo out of the 1 and land in a 2nd mine field range that you would take two rolls against you.

Edit: I don't have the source of where the "earlier rulings" are at referred to in the post - I did not see those additional rulings in the same thread.
Magentawolf 13842869

Chance Gardener wrote:


I believe that the mines actually trigger after you physically move but before you take your action.
That is why those that can scan can reduce the attack die by one.


Cloaked mines do their damage after the Perform Action step.

Evade tokens aren't useable, though, because it's not part of the standard combat structure.

http://boardgamegeek.com/article/13817366#13817366
dc0nklin 13843272

stpitner wrote:


However, a couple posts later down, another person said that based on other rulings that were made on the board, made the following comment:

Combining with earlier ruling we get:

Sensor Echo into damage area, take damage
Move into but Sensor Echo out of damage area, take damage
Sensor Echo through damage area (and get past), no damage.


So to me my interpretation is that it applies after you finish ANY movement. That to me would mean you would check it before AND after your action (important for sensor echo). That would make me ask: If you are cloaked and finish movement within range 1 and do a REALLY stupid thing by doing a sensor echo action within the same mine field's range 1, would those mines fire twice? I definitely would think that if you land in 1 mine field and then sensor echo out of the 1 and land in a 2nd mine field range that you would take two rolls against you.

Edit: I don't have the source of where the "earlier rulings" are at referred to in the post - I did not see those additional rulings in the same thread.


I made that comment and the earlier ruling and source of the "you can't sensor echo out" was Andrew's answer in this thread in the post right after this post: http://boardgamegeek.com/article/13710985#13710985

I think at the time of that ruling, the emphasis was on what the term "passes" means in "enemy ship passes within Range 1 of the token". Subsequent questions shifted more to the timing of when this assessment was made.

I think the source of the confusion is that the latest ruling "Sensor Echo through damage area (and get past), no damage" doesn't seem to jive with the other two and forced us to start asking for more specific timing.

I'm ok with the ruling as it stands, but Andrew might want to address the consistency of the three statements.

Andrew Parks 13844968

Corphus wrote:

Hi Andrew,
I have a question regarding the special ability of the Kraxon vs. the shield-penetrating crits of Missile Launchers. Relevant card text:

Missile Launchers (Ferengi/ LE Krayton Pack)
Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

Kraxon
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.

I use Missile Launchers to attack a ship friendly to the Kraxon, rolling a crit. If the Kraxon chooses to absorb the damage does it take a crit damage directly to its hull per the Missile Launcher text, or does it take the damage to its shields per its own text?

Thanks for your commitment to the community here, it's much appreciated!


My pleasure, Jason.

By a strict reading of both cards, the Kraxon would absorb the damage with its Shields.
Andrew Parks 13844972

TechLee wrote:

Andrew, quick question on damage decks.

Is it 1 deck per player, or is it a shared deck?

Thanks!


It is up to the venue holding the tournament.

In casual play, we recommend a shared deck.
Andrew Parks 13844983

eldurand wrote:

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.


Correct.
Andrew Parks 13844997

eldurand wrote:

Quick clarification needed on the Barrage of Fire card.

Barrage of Fire: Attack: Discard this card to perform this attack. Target a friendly ship within range 1 of your ship. Target ship may not make an attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

In the event that the ship that is joining the attack has had its primary weapon value reduced by a critical hit, for example, I think you should use the reduced value, not the printed value, of its primary weapon. Is that correct?

Thanks again Andrew for all your hard work on this. The kids and I are absolutely loving this game. We've tried and played a lot of war, miniature and board games, and this is one of the few that has gotten all of us (15 year old daughter, 12 year old son, and myself) hooked. And hooked hard I might add - I just had to order a new storage box to hold my expanding fleet!


No problem, Henry. Glad you are all enjoying it!

Yes, if your actual Primary Weapon Value is reduced due to a crit, it would lower your addition to the Barrage of Fire.
Andrew Parks 13845022

Chance Gardener wrote:

eldurand wrote:

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.


I believe that the mines actually trigger after you physically move but before you take your action.
That is why those that can scan can reduce the attack die by one.


Correct, the Cloaked Mine triggers right after you move, but the actual damage doesn't happen until after your Perform Action step. This is how the Scan Action can come into play to reduce the damage.

The one exception to this rule is if the player performs an Action that actually pulls them into the Cloaked Mine area for the first time (Sensor Echo, Engage). In this case, the ship would take the damage.
Andrew Parks 13845040

stpitner wrote:

Chance Gardener wrote:

eldurand wrote:

Andrew Parks wrote:

Jaels wrote:

2. Do Cloaked Mines attack after a ship movement and before its action, or after its action? Since the ship can do its Scan action to reduce damage, you could argue that it would need to do all actions prior to the attack. This has an impact in OP3 where one of the actions is lowering the shields to beam troops down.

Cloaked Mines relevant text: If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] action.



Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Based on this, am I correct in saying that you cannot use an Evasive Maneuver token on the mines? I am basing this on the fact that the rules say you can spend Evasive Maneuvers during the combat phase, and the mines inflict damage after the Perform Action step but before the combat phase.


I believe that the mines actually trigger after you physically move but before you take your action.
That is why those that can scan can reduce the attack die by one.


* It's already answered in multiple places that evades are only during combat, so you cannot use that action against the mines. (page 10 of the rulebook as well)
* It sounds like you perform your action first based on this comment from Andrew:
http://boardgamegeek.com/article/13828653#13828653

Andrew Parks wrote:

If you Sensor Echo and land in a damage area, then you take damage. If you Sensor Echo through (and get past) the damage area, then you are okay. This is what makes it different than normal movement.


However, a couple posts later down, another person said that based on other rulings that were made on the board, made the following comment:

Combining with earlier ruling we get:

Sensor Echo into damage area, take damage
Move into but Sensor Echo out of damage area, take damage
Sensor Echo through damage area (and get past), no damage.


So to me my interpretation is that it applies after you finish ANY movement. That to me would mean you would check it before AND after your action (important for sensor echo). That would make me ask: If you are cloaked and finish movement within range 1 and do a REALLY stupid thing by doing a sensor echo action within the same mine field's range 1, would those mines fire twice? I definitely would think that if you land in 1 mine field and then sensor echo out of the 1 and land in a 2nd mine field range that you would take two rolls against you.

Edit: I don't have the source of where the "earlier rulings" are at referred to in the post - I did not see those additional rulings in the same thread.


Correct, if you move into a Cloaked Mine's range and then Sensor Echo again and stay in that range, you don't take the damage again.

However, if you Sensor Echoed out of one Cloaked Mine's Range and into another, then you would take damage again.

Andrew
Andrew Parks 13845063

dc0nklin wrote:

stpitner wrote:


However, a couple posts later down, another person said that based on other rulings that were made on the board, made the following comment:

Combining with earlier ruling we get:

Sensor Echo into damage area, take damage
Move into but Sensor Echo out of damage area, take damage
Sensor Echo through damage area (and get past), no damage.


So to me my interpretation is that it applies after you finish ANY movement. That to me would mean you would check it before AND after your action (important for sensor echo). That would make me ask: If you are cloaked and finish movement within range 1 and do a REALLY stupid thing by doing a sensor echo action within the same mine field's range 1, would those mines fire twice? I definitely would think that if you land in 1 mine field and then sensor echo out of the 1 and land in a 2nd mine field range that you would take two rolls against you.

Edit: I don't have the source of where the "earlier rulings" are at referred to in the post - I did not see those additional rulings in the same thread.


I made that comment and the earlier ruling and source of the "you can't sensor echo out" was Andrew's answer in this thread in the post right after this post: http://boardgamegeek.com/article/13710985#13710985

I think at the time of that ruling, the emphasis was on what the term "passes" means in "enemy ship passes within Range 1 of the token". Subsequent questions shifted more to the timing of when this assessment was made.

I think the source of the confusion is that the latest ruling "Sensor Echo through damage area (and get past), no damage" doesn't seem to jive with the other two and forced us to start asking for more specific timing.

I'm ok with the ruling as it stands, but Andrew might want to address the consistency of the three statements.



I define this a little more clearly exactly two posts up.
Godzillafreak01 13847700
Andrew,

We had a ruling today from our OP2 organizer that the cloaked mines go off if you land within range 1 (of course).... AND when you first move on your next maneuver phase (because you're in range 1 when you start your move(???)

This led to him greatly talking poorly of the game design, and as he was our OP organizer, we had no say in weather this was right or not.

I know you also answered the talk of sensor echo-ing through mines and whatnot...

but, again, because of our OP2 organizer's rulings, after taking damage from being in range 1 of cloaked mines, would taking a Sensor Echo action have them go off again? (again, because they're in range 1 when you start your "move" [it being a sensor echo])

If this is not true, then can this be added to the FAQ?

A lot of us up here are about to stop going to these OP events at our store as our tournament organizer is a little strange when it comes to rulings, as he very rarely see's both sides of an argument.

Also, the person who won our OP2 event used this "the mines go off every time you move," and as he had the OP2 organizer with him on this, was not challenged and literally wiped the floor with all of us.

Drew
Andrew Parks 13848469

Godzillafreak01 wrote:

Andrew,

We had a ruling today from our OP2 organizer that the cloaked mines go off if you land within range 1 (of course).... AND when you first move on your next maneuver phase (because you're in range 1 when you start your move(???)

This led to him greatly talking poorly of the game design, and as he was our OP organizer, we had no say in weather this was right or not.

I know you also answered the talk of sensor echo-ing through mines and whatnot...

but, again, because of our OP2 organizer's rulings, after taking damage from being in range 1 of cloaked mines, would taking a Sensor Echo action have them go off again? (again, because they're in range 1 when you start your "move" [it being a sensor echo])

If this is not true, then can this be added to the FAQ?

A lot of us up here are about to stop going to these OP events at our store as our tournament organizer is a little strange when it comes to rulings, as he very rarely see's both sides of an argument.

Also, the person who won our OP2 event used this "the mines go off every time you move," and as he had the OP2 organizer with him on this, was not challenged and literally wiped the floor with all of us.

Drew


This is already covered in the FAQ (Weapon Upgrades #12). Regarding Senor Echo, you would not take the damage again from the same Cloaked Mine during the same turn.
eldurand 13850043

Andrew Parks wrote:

Corphus wrote:

Hi Andrew,
I have a question regarding the special ability of the Kraxon vs. the shield-penetrating crits of Missile Launchers. Relevant card text:

Missile Launchers (Ferengi/ LE Krayton Pack)
Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

Kraxon
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.

I use Missile Launchers to attack a ship friendly to the Kraxon, rolling a crit. If the Kraxon chooses to absorb the damage does it take a crit damage directly to its hull per the Missile Launcher text, or does it take the damage to its shields per its own text?

Thanks for your commitment to the community here, it's much appreciated!


My pleasure, Jason.

By a strict reading of both cards, the Kraxon would absorb the damage with its Shields.


I think this may be an obvious one, but the Kraxon can only transfer hits to its shields, correct? That means if it has no shields left, it cannot take damage that hits another ship...

Thanks again Andrew!
H00D4M4N 13850651

eldurand wrote:

Andrew Parks wrote:

Corphus wrote:

Hi Andrew,
I have a question regarding the special ability of the Kraxon vs. the shield-penetrating crits of Missile Launchers. Relevant card text:

Missile Launchers (Ferengi/ LE Krayton Pack)
Any [CRITICAL] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.

Kraxon
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.

I use Missile Launchers to attack a ship friendly to the Kraxon, rolling a crit. If the Kraxon chooses to absorb the damage does it take a crit damage directly to its hull per the Missile Launcher text, or does it take the damage to its shields per its own text?

Thanks for your commitment to the community here, it's much appreciated!


My pleasure, Jason.

By a strict reading of both cards, the Kraxon would absorb the damage with its Shields.


I think this may be an obvious one, but the Kraxon can only transfer hits to its shields, correct? That means if it has no shields left, it cannot take damage that hits another ship...

Thanks again Andrew!


That is correct.
davedujour 13850928

Godzillafreak01 wrote:

Andrew,

We had a ruling today from our OP2 organizer that the cloaked mines go off if you land within range 1 (of course).... AND when you first move on your next maneuver phase (because you're in range 1 when you start your move(???)

This led to him greatly talking poorly of the game design, and as he was our OP organizer, we had no say in weather this was right or not.

I know you also answered the talk of sensor echo-ing through mines and whatnot...

but, again, because of our OP2 organizer's rulings, after taking damage from being in range 1 of cloaked mines, would taking a Sensor Echo action have them go off again? (again, because they're in range 1 when you start your "move" [it being a sensor echo])

If this is not true, then can this be added to the FAQ?

A lot of us up here are about to stop going to these OP events at our store as our tournament organizer is a little strange when it comes to rulings, as he very rarely see's both sides of an argument.

Also, the person who won our OP2 event used this "the mines go off every time you move," and as he had the OP2 organizer with him on this, was not challenged and literally wiped the floor with all of us.

Drew


All I can suggest about the OP organizer is to bring a copy of the first post of this FAQ with you and give it to him before the event starts. Keep a copy for yourself too. If you can download the entire thread into 1 file (http://boardgamegeek.com/thread/printerfriendly/1031156) on your phone/tablet that can be handy to reference also.
csimian 13852259
Reinforcements Sideboard + Khan (Reliant Version)

From Khan:

You may use any Upgrades without paying a faction penalty...


From Sideboard:

4) Place an Auxiliary Power Token beside a ship if the Upgrade that is equipped onto or exchanged to that ship is of a different Faction or if the Upgrade would have an additional cost applied to that ship (i.e. "This Upgrade costs +5 Squadron Points if purchased for...").


If a ship is captained by Khan and the ship uses an action to place an upgrade from the Sideboard that is a different faction from the ship, does it place an Auxiliary Token by the ship?
Andrew Parks 13852629

csimian wrote:

Reinforcements Sideboard + Khan (Reliant Version)

From Khan:

You may use any Upgrades without paying a faction penalty...


From Sideboard:

4) Place an Auxiliary Power Token beside a ship if the Upgrade that is equipped onto or exchanged to that ship is of a different Faction or if the Upgrade would have an additional cost applied to that ship (i.e. "This Upgrade costs +5 Squadron Points if purchased for...").


If a ship is captained by Khan and the ship uses an action to place an upgrade from the Sideboard that is a different faction from the ship, does it place an Auxiliary Token by the ship?


No, Khan is an exception in this case.
csimian 13854617
Reinforcements Sideboard + Cyrano Jones and Tribbles

If you have Cyrano Jones on the Sideboard and he is placed on a ship later in the game, does his new ship get a Tribble?

EDIT:
Follow-up assuming Jones bring s a Tribble...

If Ship A trades a crew upgrade for Cyrano and gains a tribble; following turn swaps crew upgrades again; following turn Ship B trades a crew upgrade to get Cyrano Jone; Does Cyrano Jones bring Tribbles to both ships?
csimian 13855258
Reinforcements Sideboard Questions

1) Can a ship use an action to place an upgrade on the sideboard if that slot is empty?

2) If I swap a captain from a ship that has an Elite Talent, does the Elite Talent stay on the ship? Is it useable if the new Captain does not have an Elite Talent icon?
Pappystein 13855435
Captain or Upgrade that States "All your x"

Is this a Global modifier? IE if I have Captain Pike, do each crew on ALL of my ships cost 1 pt less?

Our current group at my event location is about equally split on another iteration of the "You/Your" wording already in the FAQ vs the Logic of the word all....

TIA!

Pappystein
delta_angelfire 13856046

Pappystein wrote:

Captain or Upgrade that States "All your x"

Is this a Global modifier? IE if I have Captain Pike, do each crew on ALL of my ships cost 1 pt less?

Our current group at my event location is about equally split on another iteration of the "You/Your" wording already in the FAQ vs the Logic of the word all....

TIA!

Pappystein


Very first question answered in the very first post:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.
Andrew Parks 13857673

csimian wrote:

Reinforcements Sideboard + Cyrano Jones and Tribbles

If you have Cyrano Jones on the Sideboard and he is placed on a ship later in the game, does his new ship get a Tribble?

EDIT:
Follow-up assuming Jones bring s a Tribble...

If Ship A trades a crew upgrade for Cyrano and gains a tribble; following turn swaps crew upgrades again; following turn Ship B trades a crew upgrade to get Cyrano Jone; Does Cyrano Jones bring Tribbles to both ships?


The answer to both of your questions is "no". Cyrano Jones specifically says you "begin the game" with a Tribble. If he arrives later, his text does not trigger.
Andrew Parks 13857688

csimian wrote:

Reinforcements Sideboard Questions

1) Can a ship use an action to place an upgrade on the sideboard if that slot is empty?

2) If I swap a captain from a ship that has an Elite Talent, does the Elite Talent stay on the ship? Is it useable if the new Captain does not have an Elite Talent icon?


1) No.

2) The Elite Talent stays on the ship but is not usable unless there is a Captain with an Elite Talent icon aboard.
Chainsawhand 13861819
Can a ship target and make an attack against something that cannot be destroyed?

IE: I draw the damage card that states I roll no dice on my next attack. Can I choose to attack the Orbital Weapon Platform and roll no dice (in the Month 2 Scenario) even though it cannot be destroyed?
Magentawolf 13862233

Chainsawhand wrote:

Can a ship target and make an attack against something that cannot be destroyed?

IE: I draw the damage card that states I roll no dice on my next attack. Can I choose to attack the Orbital Weapon Platform and roll no dice (in the Month 2 Scenario) even though it cannot be destroyed?


In this case, yes; the OWP's are considered enemy ships, and you may make attacks against them. (Mentioned earlier in the thread)
davedujour 13862681
Regarding the move when using Suicide Attack.

Can the 1 forward maneuver be a 1 bank maneuver?

Text: Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

I ask because Jadzia Dax uses the phrase "additional "2" maneuver this round (forward or bank)", but Suicide Attack does not.
H00D4M4N 13862916

davedujour wrote:

Regarding the move when using Suicide Attack.

Can the 1 forward maneuver be a 1 bank maneuver?

Text: Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

I ask because Jadzia Dax uses the phrase "additional "2" maneuver this round (forward or bank)", but Suicide Attack does not.


Suicide Attack means forward (straight). Otherwise like you said it would have stated 1 forward or bank.
davedujour 13863106

H00D4M4N wrote:

davedujour wrote:

Regarding the move when using Suicide Attack.

Can the 1 forward maneuver be a 1 bank maneuver?

Text: Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

I ask because Jadzia Dax uses the phrase "additional "2" maneuver this round (forward or bank)", but Suicide Attack does not.


Suicide Attack means forward (straight). Otherwise like you said it would have stated 1 forward or bank.


See, that's not how I read it. Forward means forward without any limitations. So "1 Forward" includes all forward options that move 1: Straight, Bank, and Turn (if there's ever a ship than can perform a 1 Turn). In fact, on page 10 of the rule book, it singles out Straight Maneuver as being different than forward or back in the "Full Astern" example.

Dax just clearly eliminates the Turn option.

And this is why I ask in the FAQ. (This is also why wording consistency matters a lot. Think of all the "this round" arguments that could have been avoided if +1 die effects had been consistently worded.)


Nevermind. The spreadsheet doesn't have the correct wording. The Squad Builder app says "1 Forward Maneuver". Until I can get back to my actual cards I'm pretty sure that's correct.
Skyguard 13863172

davedujour wrote:

Regarding the move when using Suicide Attack.

Can the 1 forward maneuver be a 1 bank maneuver?

Text: Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.

I ask because Jadzia Dax uses the phrase "additional "2" maneuver this round (forward or bank)", but Suicide Attack does not.


I checked the preview of the card from the wizkids site and the wording we were using is wrong. On the card the "[forward]" is the symbol for [straight].

The Dax question is still up in the air as the card does state

Dax, Action: Disable this card to perform an additional “2” Maneuver this round (forward or bank). You cannot attack this round.

Forward is not a type of movement in the rule book.
DonMegel 13863993
Can Dax's ability be a hard bank or only the soft banks?

Andrew, when is the Excelsior preview coming out? I hate obsessively refreshing bgg hoping to see a thread about it.
Skyguard 13864122

DonMegel wrote:

Can Dax's ability be a hard bank or only the soft banks?


A hard bank is called a turn in the rule book.

The rule book lists the following bearings - Straight, Bank, Turn, Come About, Full Astern. And states that a maneuver is a bearing, a speed, and the difficulty.

So to answer your question Dax ability say "bank" so you can only do what you're calling a soft bank.

Now what a "forward" is I'm still not sure, but from context it has to be a straight.
delta_angelfire 13864423

Skyguard wrote:

DonMegel wrote:

Can Dax's ability be a hard bank or only the soft banks?

Now what a "forward" is I'm still not sure, but from context it has to be a straight.


apologies on that one, without any really clearly established word meant to represent each symbol (since almost no other cards use it yet), forward seemed the best way to represent the straight arrow symbol going forward, being the opposite of full reverse. (which is why I worded suicide attack the same way in the spreadsheet)
Skyguard 13864549

delta_angelfire wrote:



apologies on that one, without any really clearly established word meant to represent each symbol (since almost no other cards use it yet), forward seemed the best way to represent the straight arrow symbol going forward, being the opposite of full reverse. (which is why I worded suicide attack the same way in the spreadsheet)


In this case I checked the Dax card and it uses the wording "Forward", so not a problem on your end.

For symbols on the cards the rule book has names for each of the bearings with its symbol on page 8. Thanks again for making the excel sheet.
BeastRabban 13872046
Did we ever get clarification on when upgrades that are discarded are scored?

Is it if they are used or when the ship they are attached to is destroyed?

I think this is fairly important as it was the deciding factor in several of our OP month 2 event games.
davedujour 13872104

delta_angelfire wrote:

Skyguard wrote:

DonMegel wrote:

Can Dax's ability be a hard bank or only the soft banks?

Now what a "forward" is I'm still not sure, but from context it has to be a straight.


apologies on that one, without any really clearly established word meant to represent each symbol (since almost no other cards use it yet), forward seemed the best way to represent the straight arrow symbol going forward, being the opposite of full reverse. (which is why I worded suicide attack the same way in the spreadsheet)


Straight, Bank, Turn, Astern/Backup are what I've been using. That makes a Straight forward maneuver different than a Bank reverse maneuver. Wouldn't a backwards bank be awesome?!
El_Tonio 13872166
MONTH 3 QUESTIONS:

Can you use ship actions such as Battle Stations with ground troops? Guessing no, but wanted to know to be safe.

Can you use command tokens (such as re-rolling dice or setting a dice to the side you want) or the elite attack dice with ground troops, or are they reserved solely for ships? Assuming the latter, but again, I wanted to check to be safe.

MISC QUESTION:

Can you target lock through a planet (i.e., if the target ship is within range three but completely blocked by a planet)?
Reklawyad 13872887

BeastRabban wrote:

Did we ever get clarification on when upgrades that are discarded are scored?

Is it if they are used or when the ship they are attached to is destroyed?

I think this is fairly important as it was the deciding factor in several of our OP month 2 event games.


They are put under the ship and only scored when the ship is destroyed
stpitner 13872978

BeastRabban wrote:

Did we ever get clarification on when upgrades that are discarded are scored?

Is it if they are used or when the ship they are attached to is destroyed?

I think this is fairly important as it was the deciding factor in several of our OP month 2 event games.


This is what it says in the OP instructions:

SURVIVING FLEET: A player's surviving Fleet includes:
1) any of that player's ships that are not destroyed, 2) any
Upgrades those ships are still equipped with, and 3) any
Upgrades that are placed under the ship card. NOTE: Any
Upgrades that a player discards to use for their text ability are
placed under the ship card on which they were equipped. Any
Upgrades that are under a ship that was destroyed are also
destroyed.

So with #3 and the final sentence you get your answer. Short version: "Discard when used" cards survive while your ship still exists. You only get to score them if the ship is destroyed.
XanderF 13873331

El_Tonio wrote:

MONTH 3 QUESTIONS:

Can you use ship actions such as Battle Stations with ground troops? Guessing no, but wanted to know to be safe.

Can you use command tokens (such as re-rolling dice or setting a dice to the side you want) or the elite attack dice with ground troops, or are they reserved solely for ships? Assuming the latter, but again, I wanted to check to be safe.


All these, and more, asked and answered earlier in thread. (Andrew confirmed those answers in the next post)

El_Tonio wrote:

MISC QUESTION:

Can you target lock through a planet (i.e., if the target ship is within range three but completely blocked by a planet)?


This one was asked, but not officially answered.
willmorell 13873807
Command Tokens and the Romulan Pilot both say to "place a Scan token beside the ship as a free action." Does this wording difference mean that it is different to the Scan action and could potentially result in multiple scan tokens beside a ship and/or multiple Romulan Pilot activations in a turn?

Second question if you can have multiple scan tokens:
Can you spend multiple scan tokens to Long-Range Tachyon scan for -2 defense dice each?
Pappystein 13874322

delta_angelfire wrote:

Pappystein wrote:

Captain or Upgrade that States "All your x"

Is this a Global modifier? IE if I have Captain Pike, do each crew on ALL of my ships cost 1 pt less?

Our current group at my event location is about equally split on another iteration of the "You/Your" wording already in the FAQ vs the Logic of the word all....

TIA!

Pappystein


Very first question answered in the very first post:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Err Actually it is not even addressed. At No point do Pike, or the Breen Captain who reduces ALL YOUR weapons say the word YOU. The First question answered specifically states YOU and says nothing about the phrase ALL YOUR / ALL OF YOUR.

The 1st question you refer to and quote asks if the word YOU can be translated into ALL OF YOUR. The key is the last three words of the answer... "Unless otherwise specified." I am asking if the phrase "All of your..." is said otherwise specified instance.

This has become quite a contentious statement at my OP events, hence my asking for clarification if ALL OF YOUR, is the Global modifier referenced in Question 1 and pg21 of the rules.

delta_angelfire 13874684

Pappystein wrote:

delta_angelfire wrote:

Pappystein wrote:

Captain or Upgrade that States "All your x"

Is this a Global modifier? IE if I have Captain Pike, do each crew on ALL of my ships cost 1 pt less?

Our current group at my event location is about equally split on another iteration of the "You/Your" wording already in the FAQ vs the Logic of the word all....

TIA!

Pappystein


Very first question answered in the very first post:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Err Actually it is not even addressed. At No point do Pike, or the Breen Captain who reduces ALL YOUR weapons say the word YOU. The First question answered specifically states YOU and says nothing about the phrase ALL YOUR / ALL OF YOUR.

The 1st question you refer to and quote asks if the word YOU can be translated into ALL OF YOUR. The key is the last three words of the answer... "Unless otherwise specified." I am asking if the phrase "All of your..." is said otherwise specified instance.

This has become quite a contentious statement at my OP events, hence my asking for clarification if ALL OF YOUR, is the Global modifier referenced in Question 1 and pg21 of the rules.



regardless, this is the correct ruling. If you search page by page through the thread you will find the exact same question answered (and probably more than once) specifically regarding captain pike and more. "All of your" is still referring to "you". You can even check the thumbs up icon next to my reply and see that Andrew the Game Designer and god of this thread confirms it.
DonMegel 13874700
Can a higher skilled captain change their maneuver dial after the movement of a lower skilled captain has been revealed?
Reklawyad 13875113

DonMegel wrote:

Can a higher skilled captain change their maneuver dial after the movement of a lower skilled captain has been revealed?


Not unless they have a special power that says so. All maneuver dials are turned to and placed then from lowest to highest captain skill are revealed, but never changed.

BeastRabban 13875131

stpitner wrote:

BeastRabban wrote:

Did we ever get clarification on when upgrades that are discarded are scored?

Is it if they are used or when the ship they are attached to is destroyed?

I think this is fairly important as it was the deciding factor in several of our OP month 2 event games.


This is what it says in the OP instructions:

SURVIVING FLEET: A player's surviving Fleet includes:
1) any of that player's ships that are not destroyed, 2) any
Upgrades those ships are still equipped with, and 3) any
Upgrades that are placed under the ship card. NOTE: Any
Upgrades that a player discards to use for their text ability are
placed under the ship card on which they were equipped. Any
Upgrades that are under a ship that was destroyed are also
destroyed.

So with #3 and the final sentence you get your answer. Short version: "Discard when used" cards survive while your ship still exists. You only get to score them if the ship is destroyed.


Thanks for finding that for me. How did I miss it?!
Andrew Parks 13876489

willmorell wrote:

Command Tokens and the Romulan Pilot both say to "place a Scan token beside the ship as a free action." Does this wording difference mean that it is different to the Scan action and could potentially result in multiple scan tokens beside a ship and/or multiple Romulan Pilot activations in a turn?

Second question if you can have multiple scan tokens:
Can you spend multiple scan tokens to Long-Range Tachyon scan for -2 defense dice each?


Command Tokens are a bit different in that they are effectively giving you that type of Action as a free Action.

Romulan Pilot is indeed different than a Scan Action.

For Tachyon Scan, I believe so, but if you quote the text it would help me confirm.
Auracyanin 13879559
I just wanted to confirm something in OP3. We ruled that if a cloaked ship gave up it's attack to have ground troops battle on AR-558 that it does not lose it's cloak. Under the same logic as the ground troops not getting ship buffs, since the ship is not involved in combat.
Andrew Parks 13881647

Auracyanin wrote:

I just wanted to confirm something in OP3. We ruled that if a cloaked ship gave up it's attack to have ground troops battle on AR-558 that it does not lose it's cloak. Under the same logic as the ground troops not getting ship buffs, since the ship is not involved in combat.


Correct.
Echo2Omega 13882853
Just a quick double check here on the sequence of attacking/defending.
(clarifying the quick summary on the back of the rule book with page 13)


COMBAT PHASE OVERVIEW:

1. Declare Target

2. Attacker Rolls attack dice.
3a. Defender modifies attack dice.
3b. Attacker modifies attack dice.

pre 4. Calculate defense dice.
4. Defender rolls defense dice.
5a. Attacker modifies defense dice.
5b. Defender modifies defense dice.

6. compare results
7. Deal Damage
8. Andrew Parks finally answers why he is so awesome.
Andrew Parks 13882881

Echo2Omega wrote:

Just a quick double check here on the sequence of attacking/defending.
(clarifying the quick summary on the back of the rule book with page 13)


COMBAT PHASE OVERVIEW:

1. Declare Target

2. Attacker Rolls attack dice.
3a. Defender modifies attack dice.
3b. Attacker modifies attack dice.

pre 4. Calculate defense dice.
4. Defender rolls defense dice.
5a. Attacker modifies defense dice.
5b. Defender modifies defense dice.

6. compare results
7. Deal Damage


Looks good to me.

Echo2Omega wrote:

8. Andrew Parks finally answers why he is so awesome.


modest
kitsune23 13883057
With a new round of OP's coming up is there any chance of this and the print and play token getting an official posting. One of my FLGS's doesn't buy the validity of anything coming from an unofficial site.
Kengi 13883143
Let's say that you have some crazy people in your OP2 event today where the five captains in the game are:

Gowron (Skill 6) (Player A)
Donatra (Skill 6) (Player A)
Sisko (Skill 6) (Player B)
Picard (Skill 9) (Player A, won initiative)
Picard (Skill 9) (Player B, lost initiative)

Both players are using a full 100 point army. I believe the order would be for movement:

Sisko
Gowron
Donatra
Picard (A)
Picard (B)

And for attacking

Picard (A)
Picard (B)
Sisko
Gowron
Donatra

Does that seem right?
Reklawyad 13883228

Kengi wrote:

Let's say that you have some crazy people in your OP2 event today where the five captains in the game are:

Gowron (Skill 6) (Player A)
Donatra (Skill 6) (Player A)
Sisko (Skill 6) (Player B)
Picard (Skill 9) (Player A, won initiative)
Picard (Skill 9) (Player B, lost initiative)

Both players are using a full 100 point army. I believe the order would be for movement:

Sisko
Gowron
Donatra
Picard (A)
Picard (B)

And for attacking

Picard (A)
Picard (B)
Sisko
Gowron
Donatra

Does that seem right?


No movement would be
Gowron/Donatra
Sisko
Picard A
Picard B

Attacking

Picard A
Picard B
Gowron/Donatra
Sisko
Reklawyad 13883243

kitsune23 wrote:

With a new round of OP's coming up is there any chance of this and the print and play token getting an official posting. One of my FLGS's doesn't buy the validity of anything coming from an unofficial site.


He doesn't take Board Game Geek with the designer who's name is on the box as an official site????

Andrew has stated it will be out soon how so no clue, but honestly I'd just reference this site to the FLGS and tell him/her that this is as official as if it was coming from Wizkidsgames.
delta_angelfire 13883331

Reklawyad wrote:

Kengi wrote:

Let's say that you have some crazy people in your OP2 event today where the five captains in the game are:

Gowron (Skill 6) (Player A)
Donatra (Skill 6) (Player A)
Sisko (Skill 6) (Player B)
Picard (Skill 9) (Player A, won initiative)
Picard (Skill 9) (Player B, lost initiative)

Both players are using a full 100 point army. I believe the order would be for movement:

Sisko
Gowron
Donatra
Picard (A)
Picard (B)

And for attacking

Picard (A)
Picard (B)
Sisko
Gowron
Donatra

Does that seem right?


*someone else's idea of order*




It depends on the faction of the ship the captains are piloting. If they are piloting a ship of their own faction, then yes, Ken you are correct. The die roll for initiative only comes into play with ships of the same faction and pilot skill. Reklawyad's order is incorrect.
Kengi 13883464

delta_angelfire wrote:

Reklawyad wrote:

Kengi wrote:

Let's say that you have some crazy people in your OP2 event today where the five captains in the game are:

Gowron (Skill 6) (Player A)
Donatra (Skill 6) (Player A)
Sisko (Skill 6) (Player B)
Picard (Skill 9) (Player A, won initiative)
Picard (Skill 9) (Player B, lost initiative)

Both players are using a full 100 point army. I believe the order would be for movement:

Sisko
Gowron
Donatra
Picard (A)
Picard (B)

And for attacking

Picard (A)
Picard (B)
Sisko
Gowron
Donatra

Does that seem right?


*someone else's idea of order*




It depends on the faction of the ship the captains are piloting. If they are piloting a ship of their own faction, then yes, Ken you are correct. The die roll for initiative only comes into play with ships of the same faction and pilot skill. Reklawyad's order is incorrect.


All captains were on matching faction ships.
Reklawyad 13883754
I stand corrected.

Federation > Klingon > Romulan > Dominion > Borg > Species 8472 > Kazon > Bajoran > Ferengi > Independents > Mirror Universe

So it would be

Movement

Sisko
Gowron
Donatra
Picard A
Picard B

Attack
Picard A
Picard B
Sisko
Gowron
Donatra

Sorry about that, I keep forgetting that's how the initiative goes.
stevecorby 13883922
With OP3 happening this month and the Battle Points special rule being in effect, I have a question about how to run my OP3 tournament.

The special rule says that if you control the planet at the end of the battle and you won the round, you get an extra Battle Point. So let us look at this scenario and tell me who wins my hypothetical tournament. (Fleet points are irrelevant here)

Player A goes 3-0 but never controlled the planet at the end of any round. He therefore has 7 Battle Points (6 for 3 round wins and 1 for participating)

Player B goes 2-1 but controlled the planet in all 3 rounds he played in. He therefore has 8 Battle Points (4 for his 2 wins, 1 for his loss and 1 for participating and 2 for controlling the planet in his 2 wins).

So, does an undefeated player really lose to someone that lost a round because of this special rule? That seems like a really bad rule if that is what is supposed to occur.

And I'm sure some of you will ask how likely that is to happen. We have had 10 and 11 participants the first 2 months and expect 12 this time with people likely to be turned away due to space and map element limitations, so it is really likely that at least one of our 2-1 players could have more points than the two players that go 3-0.

Also, will the Wizkids tournament software that we use be modified to accommodate this, or do I have to run the tournament on paper because Battle Points are supposed to rank players and not just wins.

Thanks Andrew.
jonnyd76 13883960

stevecorby wrote:

OP3...

Player A goes 3-0 but never controlled the planet at the end of any round. He therefore has 7 Battle Points (6 for 3 round wins and 1 for participating)

Player B goes 2-1 but controlled the planet in all 3 rounds he played in. He therefore has 8 Battle Points (4 for his 2 wins, 1 for his loss and 1 for participating and 2 for controlling the planet in his 2 wins).

So, does an undefeated player really lose to someone that lost a round because of this special rule? That seems like a really bad rule if that is what is supposed to occur.


In this case it is absolutely possible that a 2-1 player who DID build to the special rules of the match will beat out a 3-0 player that didn't build to the special rules.

As for the software, ours broke in round 1 during our OP3.
Andrew Parks 13884146

stevecorby wrote:

With OP3 happening this month and the Battle Points special rule being in effect, I have a question about how to run my OP3 tournament.

The special rule says that if you control the planet at the end of the battle and you won the round, you get an extra Battle Point. So let us look at this scenario and tell me who wins my hypothetical tournament. (Fleet points are irrelevant here)

Player A goes 3-0 but never controlled the planet at the end of any round. He therefore has 7 Battle Points (6 for 3 round wins and 1 for participating)

Player B goes 2-1 but controlled the planet in all 3 rounds he played in. He therefore has 8 Battle Points (4 for his 2 wins, 1 for his loss and 1 for participating and 2 for controlling the planet in his 2 wins).

So, does an undefeated player really lose to someone that lost a round because of this special rule? That seems like a really bad rule if that is what is supposed to occur.

And I'm sure some of you will ask how likely that is to happen. We have had 10 and 11 participants the first 2 months and expect 12 this time with people likely to be turned away due to space and map element limitations, so it is really likely that at least one of our 2-1 players could have more points than the two players that go 3-0.

Also, will the Wizkids tournament software that we use be modified to accommodate this, or do I have to run the tournament on paper because Battle Points are supposed to rank players and not just wins.

Thanks Andrew.


I am not involved with the software, but I can say it is definitely possible to defeat an undefeated player if you are going 2-1 and controlled the planet in every match. The planet's control is a major part ofthe storyline this month.

Lime_Man 13886910
1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?
H00D4M4N 13888203

Lime_Man wrote:

1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?


1. Yes.
2. No, it's on page 12 I believe that you can't perform the same action more than once on each ship.
3. Not 100% positive on that one. The rules state that you need to be Cloaked for a Sensor Echo but it also specifically mentions in an example "on a previous turn" so I can see an argument for both.
tb55555 13888883
Can the Defiant still get critical hits from normal rerolls? For example, the attacker rolls 4 dice and rolls a hit, a critical and 2 misses. Does the Defiant apply its text before the attacker rerolls by using a target lock or after the reroll? If it is before then the attacker has 2 hits and could roll 2 criticals that are applied to the ship. Or if it is after then the attacker would have 4 hits (3 converted from criticals). Thanks
Chance Gardener 13888920

kitsune23 wrote:

With a new round of OP's coming up is there any chance of this and the print and play token getting an official posting. One of my FLGS's doesn't buy the validity of anything coming from an unofficial site.

Your TO needs to read the text that is with the .pdf of the mine image.
It clearly states it is an official image to use for the cloaked minefield.

Not sure how much more "official" it has got to be.

See file #25 for the text and image.
Torresse 13888968
Barrage of Fire questions.
I have 3 pilots, 9,9,1. My opponent has initiative and pilot skill 9. One of my pilots with skill 9 has BoF.

scenario
His skill 9 kills my skill 1. Can I use him to fire the BoF before taking my skill 1 ship off the board? Or do I have to use my other 9?
Magentawolf 13888989

H00D4M4N wrote:



3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?

----

3. Not 100% positive on that one. The rules state that you need to be Cloaked for a Sensor Echo but it also specifically mentions in an example "on a previous turn" so I can see an argument for both.


This has been answered previously - The example is just that, an example. A ship may sensor echo in the same turn it cloaked if it receives an additional action to do so.
Magentawolf 13889031

Torresse wrote:

Barrage of Fire questions.
I have 3 pilots, 9,9,1. My opponent has initiative and pilot skill 9. One of my pilots with skill 9 has BoF.

scenario
His skill 9 kills my skill 1. Can I use him to fire the BoF before taking my skill 1 ship off the board? Or do I have to use my other 9?


The Simultaneous Attack Rule only comes into play if the destroyed ship had an equal skill level captain; the destroyed skill level 1 target is removed before your 9 gets to attack.
lyoncage 13890035
So OP3 looming for most this question has come up. Can you obtain a Target Lock through a planet?
Andrew Parks 13890038

H00D4M4N wrote:

Lime_Man wrote:

1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?


1. Yes.
2. No, it's on page 12 I believe that you can't perform the same action more than once on each ship.


Thomas is correct on #1 & #2.

#3: Answer is yes.
Andrew Parks 13890050

lyoncage wrote:

So OP3 looming for most this question has come up. Can you obtain a Target Lock through a planet?


Yes.
Andrew Parks 13890081

tb55555 wrote:

Can the Defiant still get critical hits from normal rerolls? For example, the attacker rolls 4 dice and rolls a hit, a critical and 2 misses. Does the Defiant apply its text before the attacker rerolls by using a target lock or after the reroll? If it is before then the attacker has 2 hits and could roll 2 criticals that are applied to the ship. Or if it is after then the attacker would have 4 hits (3 converted from criticals). Thanks


As per the rulebook (pg. 13), the defender modifies attack dice before the attacker.
Davitch 13890758
I beleive that is also after he has done all his rerolls if I am not mistaken?
Mordaenor 13890867

Andrew Parks wrote:

tb55555 wrote:

Can the Defiant still get critical hits from normal rerolls? For example, the attacker rolls 4 dice and rolls a hit, a critical and 2 misses. Does the Defiant apply its text before the attacker rerolls by using a target lock or after the reroll? If it is before then the attacker has 2 hits and could roll 2 criticals that are applied to the ship. Or if it is after then the attacker would have 4 hits (3 converted from criticals). Thanks


As per the rulebook (pg. 13), the defender modifies attack dice before the attacker.


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.
kitsune23 13893587

Chance Gardener wrote:

kitsune23 wrote:

With a new round of OP's coming up is there any chance of this and the print and play token getting an official posting. One of my FLGS's doesn't buy the validity of anything coming from an unofficial site.

Your TO needs to read the text that is with the .pdf of the mine image.
It clearly states it is an official image to use for the cloaked minefield.

Not sure how much more "official" it has got to be.

See file #25 for the text and image.


I only mentioned the token as it is the only current print and play item and there may be more in the future. Not worried about the minefield being an issue since the rules state we can use substitute tokens if need be.

It's the rule clarifications from the FAQ I'm more concerned about. It's fantastic that we have Mr. Parks here answering our questions, but BGG is not the Wizkids site.
batman15 13893660

kitsune23 wrote:

Chance Gardener wrote:

kitsune23 wrote:

With a new round of OP's coming up is there any chance of this and the print and play token getting an official posting. One of my FLGS's doesn't buy the validity of anything coming from an unofficial site.

Your TO needs to read the text that is with the .pdf of the mine image.
It clearly states it is an official image to use for the cloaked minefield.

Not sure how much more "official" it has got to be.

See file #25 for the text and image.


I only mentioned the token as it is the only current print and play item and there may be more in the future. Not worried about the minefield being an issue since the rules state we can use substitute tokens if need be.

It's the rule clarifications from the FAQ I'm more concerned about. It's fantastic that we have Mr. Parks here answering our questions, but BGG is not the Wizkids site.


I would say of a venue has a problem with using the constantly updated FAQ found here, then I would find a new venue. It seems common sense isn't all that common any more :soblue:
Magentawolf 13893713

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.

Ugh, that makes the Defiant worse then I thought.
batman15 13894046

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.

Ugh, that makes the Defiant worse then I thought.


why would they go through, the text says "convert all your opponents critical results to hit results" It does not specify a specific time you can do so, it actually doesn't even give you a choice as the word "may" is not present.
Magentawolf 13894120

batman15 wrote:

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.

Ugh, that makes the Defiant worse then I thought.


why would they go through, the text says "convert all your opponents critical results to hit results" It does not specify a specific time you can do so, it actually doesn't even give you a choice as the word "may" is not present.


Because it's a defender-owned modifier to the attack dice. All of them are applied before the attacker applies any of their own modifiers.
batman15 13894231

Magentawolf wrote:

batman15 wrote:

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.

Ugh, that makes the Defiant worse then I thought.


why would they go through, the text says "convert all your opponents critical results to hit results" It does not specify a specific time you can do so, it actually doesn't even give you a choice as the word "may" is not present.


Because it's a defender-owned modifier to the attack dice. All of them are applied before the attacker applies any of their own modifiers.


guessing I'm not seeing it as a modifier, but rather a trait or rule.
TomTheCPA 13894352
if/when Picard is pulled off the Reinforcements Sideboard, does he/his "new" ship get his free action that turn or (as is likely), if that ship has already had its action (i.e., pulling off the sideboard), do you have to wait until next turn?
TheWaspinator 13894450
Can Cloaked Mines be deployed through a planet?

Also, is their radius of effect blocked by a planet?
Lime_Man 13895377

Andrew Parks wrote:

H00D4M4N wrote:

Lime_Man wrote:

1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?


1. Yes.
2. No, it's on page 12 I believe that you can't perform the same action more than once on each ship.


Thomas is correct on #1 & #2.

#3: Answer is yes.



Thanks for the responses guys I did have quick look at the rulebook before asking but must have missed the bit about the same action :S

Thanks again
Andrew Parks 13895619

TomTheCPA wrote:

if/when Picard is pulled off the Reinforcements Sideboard, does he/his "new" ship get his free action that turn or (as is likely), if that ship has already had its action (i.e., pulling off the sideboard), do you have to wait until next turn?


Yes, Picard can use his free action that turn.
Andrew Parks 13895627

TheWaspinator wrote:

1. Can Cloaked Mines be deployed through a planet?

2. Also, is their radius of effect blocked by a planet?


1. Yes.

2. No.
dc0nklin 13896408
Andrew, on the Command Tokens it uses the wording:

"When a Command Token is used, it is flipped over and may not be used again in that Battle."


... but it never says what side it starts on.

The picture on the card is the back of the token, so I'm thinking the initial 5 are placed "face down" and when you use them, you flip them over to reveal what you're using.

Was this the intent?

Andrew Parks 13899635

dc0nklin wrote:

Andrew, on the Command Tokens it uses the wording:

"When a Command Token is used, it is flipped over and may not be used again in that Battle."


... but it never says what side it starts on.

The picture on the card is the back of the token, so I'm thinking the initial 5 are placed "face down" and when you use them, you flip them over to reveal what you're using.

Was this the intent?



The initial 5 are placed face up. Your opponent knows what you have selected and what you have left. Flip them face down after each use.
Mordaenor 13900157

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.


I see. So what about this scenerio:
I have 1 Attack Die, and roll a Critical against the Defiant. Defender modifies it to a Hit. But I have Toreth who lets me convert one Hit to a Critical. On my modify step can I convert it back to a Critical? I undertand that a re-roll cannot be re-rolled, but I'm trying to understand if that restriction applies to ANY dice modification effect.
davedujour 13900589

Mordaenor wrote:

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.


I see. So what about this scenerio:
I have 1 Attack Die, and roll a Critical against the Defiant. Defender modifies it to a Hit. But I have Toreth who lets me convert one Hit to a Critical. On my modify step can I convert it back to a Critical? I undertand that a re-roll cannot be re-rolled, but I'm trying to understand if that restriction applies to ANY dice modification effect.


Yes, that's the order. Toreth attacks Defiant. Defiant turns all crits to hits. Toreth turns one hit to a crit.
Ccr0224 13907409
Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?
batman15 13908780

davedujour wrote:

Mordaenor wrote:

Magentawolf wrote:

Mordaenor wrote:


Can you please clarify, Andrew? Do "converted" dice (such as the Defiant's ability to convert Crits to Hits) and "re-rolled" dice (such as from a spent Target Lock) both count as essentially the same thing? If not, what order are they resolved in.


They are both considered modifiers to attack dice - The defending Defiant turns all crits to hits, and then the attacker can spend their target lock, potentially rolling additional crits that will go through.


I see. So what about this scenerio:
I have 1 Attack Die, and roll a Critical against the Defiant. Defender modifies it to a Hit. But I have Toreth who lets me convert one Hit to a Critical. On my modify step can I convert it back to a Critical? I undertand that a re-roll cannot be re-rolled, but I'm trying to understand if that restriction applies to ANY dice modification effect.


Yes, that's the order. Toreth attacks Defiant. Defiant turns all crits to hits. Toreth turns one hit to a crit.


has Andrew ever clarified that the Defiant's text ability is actually a modification of dice rather then a rule that it can't ever take a crit?
Skyguard 13909392

batman15 wrote:


has Andrew ever clarified that the Defiant's text ability is actually a modification of dice rather then a rule that it can't ever take a crit?


Andrew Parks wrote:



2. As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


Page 6 of the FAQ
davedujour 13910318

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.
H00D4M4N 13910465

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.
davedujour 13910553

H00D4M4N wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.


Which is perfect for the defender. Just keep claiming "I'm not going to roll those 2 less defense dice yet. I'll save it for later" and never use them that round, so never get the penalty.

Somehow I don't think this is the correct answer.
H00D4M4N 13911311

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.


Which is perfect for the defender. Just keep claiming "I'm not going to roll those 2 less defense dice yet. I'll save it for later" and never use them that round, so never get the penalty.

Somehow I don't think this is the correct answer.


In this case, the opponent chooses when the defender must roll two less dice in the round.
davedujour 13911530

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.


Which is perfect for the defender. Just keep claiming "I'm not going to roll those 2 less defense dice yet. I'll save it for later" and never use them that round, so never get the penalty.

Somehow I don't think this is the correct answer.


In this case, the opponent chooses when the defender must roll two less dice in the round.


Actually, no. It does start with the very next roll. I had just missed/forgotten it and didn't look up the answer first.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.
Mordaenor 13911792

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.


Which is perfect for the defender. Just keep claiming "I'm not going to roll those 2 less defense dice yet. I'll save it for later" and never use them that round, so never get the penalty.

Somehow I don't think this is the correct answer.


In this case, the opponent chooses when the defender must roll two less dice in the round.


Bonuses to Attack/Defense can be held for later use within the same round, Penalties need to be applied at the first available opportunity, as below.

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.


10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.

H00D4M4N 13912655

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.


If you don't use it, you lose it. It doesn't carry over from round to round.


Which is perfect for the defender. Just keep claiming "I'm not going to roll those 2 less defense dice yet. I'll save it for later" and never use them that round, so never get the penalty.

Somehow I don't think this is the correct answer.


In this case, the opponent chooses when the defender must roll two less dice in the round.


Bonuses to Attack/Defense can be held for later use within the same round, Penalties need to be applied at the first available opportunity, as below.

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.


10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.



Ah OK. That makes sense.
Ccr0224 13914322
This is another one of those examples where precarious wording causes confusion. Part of me can't help but believe the the true idea of the card was to reduce a ships defense roll by two for a round which would make this an effective anti cloaking upgrade. Despite the fact that there has been a lot of discussion in regards to the "this round" text I just don't SE the point of it otherwise. It's an upgrade you have to discard to use and to do that to take two defense dice away total makes it seem so unworth it. If it did affect the ship for the round however cause a minus two defense die each time defense is rolled that shooting phase, thereby allowing the rest of your fleet to take advantage of it together it seems far more logical and useful especially considering the cost plus the one time use. I'd love to hear if that was truly the intention of the card.
mariettabrit 13915405

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.

I thought I saw it posted that the 2 defence dice had to be used against the next attack or set of attacks. ie if you are attacked by ferengi missles which count as 2 seperate attacks you could choose to roll 2 dice less for either of the attacks or 1 for each attack. But if the next attack was just 1 attack, you roll 2 less for that.
Magentawolf 13915542

mariettabrit wrote:

davedujour wrote:

Ccr0224 wrote:

Does glinn tells decrease the defense roll of a ship by two during every attack that round or just by two dice total that round?


Glin Telle has the phrase "this round" on it, so he decreases the defense roll of a ship by 2 total during the entire round. That may be the next defense roll, or a later one, but it must be a total of 2 dice over all the defense rolls taken during the round.

Corresponding question that I don't remember seeing an answer to: What happens if a ship doesn't decrease the defense die by 2 dice during the round? If I pass on using the decrease on the next defense roll, planning to "save it" for later, but that ship isn't attacked again, what is the result? I haven't fulfilled the requirements of the card. Or am I forced to reduce the every defense roll during the round by as many as possible until I've reduced all my defense rolls by 2 dice total? A ship that gets to roll 2 or more dice reduces the next roll by 2, but a ship that gets to roll only 1 die reduces every defense roll until it's "used up" the 2 die reduction required for the round.

I thought I saw it posted that the 2 defence dice had to be used against the next attack or set of attacks. ie if you are attacked by ferengi missles which count as 2 seperate attacks you could choose to roll 2 dice less for either of the attacks or 1 for each attack. But if the next attack was just 1 attack, you roll 2 less for that.


All applicable penalties to defense dice must be applied to the next attack against the penalized ship. If you have one defense die, and are at -2 defense dice for the round, then you'll be rolling 0 defense for the first two attacks against you during that round, and 1 thereafter.

If you have 2 dice, then you're at 0 for the first attack, and 2 for any thereafter.
mariettabrit 13915732
makes sense!
batman15 13916827

Skyguard wrote:

batman15 wrote:


has Andrew ever clarified that the Defiant's text ability is actually a modification of dice rather then a rule that it can't ever take a crit?


Andrew Parks wrote:



2. As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


Page 6 of the FAQ


thanks.

and sadly that makes a bad ship worse.
Andrew Parks 13917122
Doesn't Glinn Telle reduce "Attack Dice"?

At least he does on my printed version! cool

Andrew
davedujour 13917698
And so he does in the question too. Apparently I shouldn't try and answer things before my 2nd cup of coffee. gulp
TomTheCPA 13917887
Re: Barrage of Fire ...

primary attacks are +1 attack dice if performed at range 1, secondary attacks are not +1 attack dice at range 1.

Is Barrage of Fire a secondary weapon or is it a modification of your primary weapon (and thus plus 1 attack die at range 1)?
Magentawolf 13918407

TomTheCPA wrote:

Re: Barrage of Fire ...

primary attacks are +1 attack dice if performed at range 1, secondary attacks are not +1 attack dice at range 1.

Is Barrage of Fire a secondary weapon or is it a modification of your primary weapon (and thus plus 1 attack die at range 1)?


Barrage of Fire is a secondary weapon. It's a Weapon Upgrade card.
TomTheCPA 13918415
agree - found it in the prior questions/answers.

sorry,
Tom
Skyguard 13922187
I don't think this has been asked, my apologizes if it has already.

When using the Command Token Resource can a ship with a Aux power token use.

1. The free action tokens (Evade, Battlestations, Scan, Target Lock)? My thought is no as they can't normally use free actions if you have an Aux power.

2. Any of the other tokens (Set/Plus/Re-roll Red/Green)? . I don't see why not
Magentawolf 13922318

Skyguard wrote:

I don't think this has been asked, my apologizes if it has already.

When using the Command Token Resource can a ship with a Aux power token use.

1. The free action tokens (Evade, Battlestations, Scan, Target Lock)? My thought is no as they can't normally use free actions if you have an Aux power.

2. Any of the other tokens (Set/Plus/Re-roll Red/Green)? . I don't see why not


Looks like you've got it. The 'free action' tokens are used during the perform action step, and otherwise act like a standard free action.

The other tokens are used at the time indicated by the text on the card, and are not considered 'actions'.
Tantive4 13924306
Quick question for everyone. I haven't run into this issue yet and and during my search I haven't found the answer.

Using Gowron's action- "Action: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round."

Do you normally play that ships within 1-2 range when the action is taken receive +1 attack or ships within range 1-2 of Gowron during the combat phase receive +1 attack.

Thanks in advance...Andrew, you're awesome!
Skyguard 13924456

Tantive4 wrote:

Quick question for everyone. I haven't run into this issue yet and and during my search I haven't found the answer.

Using Gowron's action- "Action: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round."

Do you normally play that ships within 1-2 range when the action is taken receive +1 attack or ships within range 1-2 of Gowron during the combat phase receive +1 attack.

Thanks in advance...Andrew, you're awesome!


I think it's on ships at range 1-2 when the action is taken. That's how I've been playing it.
bigrayalbright 13925782
2 questions

1. Can you place cloaked mines on an obstruction? or a planet?

2. The OWP in OP month 2. If I have two ships within range 2, and the closest ship plays the corbomite maneuver, would the OWP not attack that turn? or would it attack the other ship?

SaxCarr 13926186
In a recent OP event two of my ships ended up being forced into range of the same Cloaked Mine token (the other option was the fly off the board). My opponent quoted a rule that a particular set of mines only go off on the first ship to trigger them in a given round. I didn't see much reason to argue as it avoided a shot against one of my ships, and everyone there seemed to agree this was the way it was played... I can't however find any rules to that effect anywhere... am I looking in the wrong places? Should I consult the Anti-Matter mine rules?

(PS: I lost anyway, so even if his interpretation of the rules was wrong, it didn't hurt him too much in the end).
Andrew Parks 13926263

SaxCarr wrote:

In a recent OP event two of my ships ended up being forced into range of the same Cloaked Mine token (the other option was the fly off the board). My opponent quoted a rule that a particular set of mines only go off on the first ship to trigger them in a given round. I didn't see much reason to argue as it avoided a shot against one of my ships, and everyone there seemed to agree this was the way it was played... I can't however find any rules to that effect anywhere... am I looking in the wrong places? Should I consult the Anti-Matter mine rules?

(PS: I lost anyway, so even if his interpretation of the rules was wrong, it didn't hurt him too much in the end).


This is incorrect. They may have been confusing this with the ruling on Suicide Attack, which only hits the first ship you bump.
Andrew Parks 13926275

bigrayalbright wrote:

2 questions

1. Can you place cloaked mines on an obstruction? or a planet?

2. The OWP in OP month 2. If I have two ships within range 2, and the closest ship plays the corbomite maneuver, would the OWP not attack that turn? or would it attack the other ship?



1. Yes.

2. It would not attack. It's too scared!!
H00D4M4N 13927224
Andrew, would you please consider adding these to the FAQ?

1. Can you beam tribbles to a planet?

2. Worf (either Federation version) does not count as a Klingon for tribbles, right?

I'm pretty sure #2 came up here already, but I can't find the answer after searching.

Thanks.
alepperd 13928733

H00D4M4N wrote:

2. Worf (either Federation version) does not count as a Klingon for tribbles, right?


I sure hope this is the case. If we have to look beyond the game mechanics faction for a ruling as to what "counts as Klingon", Torres is going to cause fistfights.
delta_angelfire 13929366

H00D4M4N wrote:


2. Worf (either Federation version) does not count as a Klingon for tribbles, right?

Andrew Parks wrote:

Tribbles refer to the Klingon Faction, so Worf's race is not considered.

It doesn't mean he's happy about it, of course.

Andrew


1) Cloaked mine placement - Cloaked mines use the wording "within range 2 of you ship (in any direction)" Does this mean any part of the minefield token has to be in range 2 (and not the whole thing), or that the entire token must be within rage two of your ship (since it's worded slightly differently than the similar Antimatter mines)?
Harpsichord23 13929637
Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?
Andrew Parks 13930693

delta_angelfire wrote:

H00D4M4N wrote:


2. Worf (either Federation version) does not count as a Klingon for tribbles, right?

Andrew Parks wrote:

Tribbles refer to the Klingon Faction, so Worf's race is not considered.

It doesn't mean he's happy about it, of course.

Andrew


1) Cloaked mine placement - Cloaked mines use the wording "within range 2 of you ship (in any direction)" Does this mean any part of the minefield token has to be in range 2 (and not the whole thing), or that the entire token must be within rage two of your ship (since it's worded slightly differently than the similar Antimatter mines)?


Similar to other cards that use this wording, they only have to partially be within Range 2 to be considered in Range 2. This is a universal rule throughout the game, unless I am missing an exception (which is always possible! )
Andrew Parks 13930697

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.
eldurand 13933381

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!
H00D4M4N 13933630

eldurand wrote:

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!


Data doesn't say "one ship you attacked" anywhere on his card. If you're referring to the part that says "you roll 2 less attack dice this round" its referring to the ship he's on.
Magentawolf 13933760

H00D4M4N wrote:

eldurand wrote:

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!


Data doesn't say "one ship you attacked" anywhere on his card. If you're referring to the part that says "you roll 2 less attack dice this round" its referring to the ship he's on.


I'm sure he meant Geordi, as in the original quote, and according to all of the rulings on the word 'you' so far, it should only be usable by attacks made by Geordi's ship.

The only odd wording is the past-tense 'attacked', which implies that if Geordi's ship attacks something, another ship could use the ability?

Doesn't fit with the usual use of 'you' and 'your', though..
eldurand 13933925

Magentawolf wrote:

H00D4M4N wrote:

eldurand wrote:

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!


Data doesn't say "one ship you attacked" anywhere on his card. If you're referring to the part that says "you roll 2 less attack dice this round" its referring to the ship he's on.


I'm sure he meant Geordi, as in the original quote, and according to all of the rulings on the word 'you' so far, it should only be usable by attacks made by Geordi's ship.

The only odd wording is the past-tense 'attacked', which implies that if Geordi's ship attacks something, another ship could use the ability?

Doesn't fit with the usual use of 'you' and 'your', though..


Yes, thanks magentawolf, I meant Geordi, not Data... Doh!
jergarmar 13934865

eldurand wrote:

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!


This is perfectly consistent with the use of "you" and "your". What the card is saying is that when Geordi's ship attacks another, that defending ship is now "marked" to reroll a defensive die sometime this round, at the attacker's discretion. So if another ship on Geordi's team attacks THAT SAME TARGET, you can reroll a defensive die.

It's a perfect reading of that card, which I admit I had not considered.
beltenebros 13934874
A clarification regarding 'Engage' and 'Picard':

Picard: "Each round you may perform one of the following actions as a free action: [SCAN][EVASIVE][TARGET LOCK][BATTLESTATIONS}. You may use this action even if your ship does not have it in the action bar."

Engage: "ACTION: If you performed a green maneuver this round, you may immediately perform an additional green maneuver of your choice. Place an auxiliary power token beside your ship."

Can you perform a green maneuver, use Picard to get a free action, and then perform engage to perform another green maneuver? In this sequence the auxiliary power token would not prevent Picards ability from executing ...
jergarmar 13934940

beltenebros wrote:

A clarification regarding 'Engage' and 'Picard':

Picard: "Each round you may perform one of the following actions as a free action: [SCAN][EVASIVE][TARGET LOCK][BATTLESTATIONS}. You may use this action even if your ship does not have it in the action bar."

Engage: "ACTION: If you performed a green maneuver this round, you may immediately perform an additional green maneuver of your choice. Place an auxiliary power token beside your ship."

Can you perform a green maneuver, use Picard to get a free action, and then perform engage to perform another green maneuver? In this sequence the auxiliary power token would not prevent Picards ability from executing ...


I think I see what you mean. I see nothing to prevent you from doing multiple actions in any order. So you can do your "free" action bar action first, and then do the Engage action second, leaving you with an aux power token.
mariettabrit 13935139

jergarmar wrote:


I think I see what you mean. I see nothing to prevent you from doing multiple actions in any order. So you can do your "free" action bar action first, and then do the Engage action second, leaving you with an aux power token.


I thought in the actions section it says that ships get to perform an action and that additionally other cards or captains allow it to perform other (free)actions. Would this not imply the ship action is done first as that is basically what the action phase is ? Activating the ship to give it it's action ?
Usually it doesn't matter in order but I guess sometimes it could be very...
beltenebros 13935215

mariettabrit wrote:

jergarmar wrote:


I think I see what you mean. I see nothing to prevent you from doing multiple actions in any order. So you can do your "free" action bar action first, and then do the Engage action second, leaving you with an aux power token.


I thought in the actions section it says that ships get to perform an action and that additionally other cards or captains allow it to perform other (free)actions. Would this not imply the ship action is done first as that is basically what the action phase is ? Activating the ship to give it it's action ?
Usually it doesn't matter in order but I guess sometimes it could be very...


Picards text reads 'Each round', not 'During the Activation Phase'. So, could you not perform the free action during the planning phase, or at the beginning of the Activation phase before the ships action?
Magentawolf 13935500

beltenebros wrote:

mariettabrit wrote:

jergarmar wrote:


I think I see what you mean. I see nothing to prevent you from doing multiple actions in any order. So you can do your "free" action bar action first, and then do the Engage action second, leaving you with an aux power token.


I thought in the actions section it says that ships get to perform an action and that additionally other cards or captains allow it to perform other (free)actions. Would this not imply the ship action is done first as that is basically what the action phase is ? Activating the ship to give it it's action ?
Usually it doesn't matter in order but I guess sometimes it could be very...


Picards text reads 'Each round', not 'During the Activation Phase'. So, could you not perform the free action during the planning phase, or at the beginning of the Activation phase before the ships action?


No. What you can do, however, is take Picard's free action first, and then use the generic action to 'Engage'.
H00D4M4N 13935533

mariettabrit wrote:

jergarmar wrote:


I think I see what you mean. I see nothing to prevent you from doing multiple actions in any order. So you can do your "free" action bar action first, and then do the Engage action second, leaving you with an aux power token.


I thought in the actions section it says that ships get to perform an action and that additionally other cards or captains allow it to perform other (free)actions. Would this not imply the ship action is done first as that is basically what the action phase is ? Activating the ship to give it it's action ?
Usually it doesn't matter in order but I guess sometimes it could be very...


Nope. When you have two actions like this resolving at the same time the controlling player gets to choose the order. So if you choose Picard first, you're good to go.
beltenebros 13935602

Magentawolf wrote:

No. What you can do, however, is take Picard's free action first, and then use the generic action to 'Engage'.


H00D4M4N wrote:

When you have two actions like this resolving at the same time the controlling player gets to choose the order. So if you choose Picard first, you're good to go.


Thanks! I played someone the other day who was doing this, and I said it was OK, then thinking about it later I thought I better ask to clarify ...
Magentawolf 13935733

Geordi wrote:

"If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."


jergarmar wrote:


This is perfectly consistent with the use of "you" and "your". What the card is saying is that when Geordi's ship attacks another, that defending ship is now "marked" to reroll a defensive die sometime this round, at the attacker's discretion. So if another ship on Geordi's team attacks THAT SAME TARGET, you can reroll a defensive die.

It's a perfect reading of that card, which I admit I had not considered.


It's... messy, but I suppose you have a point. If you don't use it immediately, the effect ends up 'floating', and I guess that's why I didn't care for the 'you / your', since that's always tied to that ship.
eldurand 13935847

Magentawolf wrote:

Geordi wrote:

"If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."


jergarmar wrote:


This is perfectly consistent with the use of "you" and "your". What the card is saying is that when Geordi's ship attacks another, that defending ship is now "marked" to reroll a defensive die sometime this round, at the attacker's discretion. So if another ship on Geordi's team attacks THAT SAME TARGET, you can reroll a defensive die.

It's a perfect reading of that card, which I admit I had not considered.


It's... messy, but I suppose you have a point. If you don't use it immediately, the effect ends up 'floating', and I guess that's why I didn't care for the 'you / your', since that's always tied to that ship.


Yeah, I can see that as well, sort of, by taking into account the past tense of attacked... It makes Geordi a little more powerful, in that if you attack a ship and your opponent rolls all misses, you can choose to save the scan token for another attack later in the round rather than lose it. Thanks all for helping to clear that up.
Andrew Parks 13935924

jergarmar wrote:

eldurand wrote:

Andrew Parks wrote:

Harpsichord23 wrote:

Quick question:

1. Geordi's card says "If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice."

So, if I understand the rules correctly, you could 'save' his ability for another ship to take advantage of later in the round, correct?


Correct.


Hi Andrew,

I am confused by this. The very first FAQ answer reads:

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?
As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


Based on the above, the phrase "one ship you attacked" in Data's text would refer to the attack by the ship he is on, and not carry over to an attack by another ship. Am I missing something?

Thanks!


This is perfectly consistent with the use of "you" and "your". What the card is saying is that when Geordi's ship attacks another, that defending ship is now "marked" to reroll a defensive die sometime this round, at the attacker's discretion. So if another ship on Geordi's team attacks THAT SAME TARGET, you can reroll a defensive die.

It's a perfect reading of that card, which I admit I had not considered.


This is actually just a case of unclear wording on our part. Geordi's text works on a ship that his ship is attacking. So it works right away. The word "attacked" should just say "attack."

Sorry for the confusion,

Andrew
drvulcan 13936627
Quick question =)
(sorry if it has already been answered before, I didn't see it in the FAQ)
ship1: negvar with scotty with 1 shield left
ship2: vorcha with martok
ship2 martok gives ship1 and extra action
ship1 cloaks (using first action)
ship1 uses Scotty to repair a shield (using second action).
does the shield get repaired as disabled or as enabled?
I though disabled, however the cloak action is what is disabling your shields and that is already past, so just checking as a cloaked ship with enabled shields seems to be wrong.
Andrew Parks 13936655

drvulcan wrote:

Quick question =)
(sorry if it has already been answered before, I didn't see it in the FAQ)
ship1: negvar with scotty with 1 shield left
ship2: vorcha with martok
ship2 martok gives ship1 and extra action
ship1 cloaks (using first action)
ship1 uses Scotty to repair a shield (using second action).
does the shield get repaired as disabled or as enabled?
I though disabled, however the cloak action is what is disabling your shields and that is already past, so just checking as a cloaked ship with enabled shields seems to be wrong.


As has been mentioned sometime in the past, the shield would be restored in Disabled mode.

Andrew
Reklawyad 13937314
Okay so I admit I've started playing both Attack wing and X-wing at the same time! while the rules are similar, there are some that are different.

My question for you Andrew, is the case of Obstacles. I see in X-Wing if you are on an object you cannot fire during combat, I'm I correct in that in Attack Wing you can???

Second question about obstacles, with the ones from month 1 or 2 that are not just circles, can we use those for obstacles and how many should we use in tournament games??

Danke
Magentawolf 13937802

Reklawyad wrote:


My question for you Andrew, is the case of Obstacles. I see in X-Wing if you are on an object you cannot fire during combat, I'm I correct in that in Attack Wing you can???


Correct. There is no rule in Attack Wing that causes you to lose your attack while overlapping an obstacle.

Reklawyad wrote:


Second question about obstacles, with the ones from month 1 or 2 that are not just circles, can we use those for obstacles and how many should we use in tournament games??

Danke


As far as I'm aware, there are not currently any official 'tournament' rules. They're perfectly usable as obstacles in friendly games, however.
alepperd 13938198
Question about EM Pulse (Krayton Version):

Assuming I have an EM Pulse on a low-initiative ship, if I move and use my action to EM pulse another ship before it performs its maneuver.

Then later during the activation phase it the player reveals they had already selected a red manuever during the planning phase before recieving the token, I get to pick their maneuver as per the normal rules for taking a red maneuver under aux power, including one that takes them out of the play area and destroying their ship, correct?

It all seems perfectly legal, but pretty situationally potent.
kemikos 13938636

alepperd wrote:

Question about EM Pulse (Krayton Version):

Assuming I have an EM Pulse on a low-initiative ship, if I move and use my action to EM pulse another ship before it performs its maneuver.

Then later during the activation phase it the player reveals they had already selected a red manuever during the planning phase before recieving the token, I get to pick their maneuver as per the normal rules for taking a red maneuver under aux power, including one that takes them out of the play area and destroying their ship, correct?

It all seems perfectly legal, but pretty situationally potent.


Yup. Perfectly legal.
drvulcan 13938641
Thank you very much for your answer earlier!! I really appreciate you taking the time to answer my question and all the others here =D
I have one more for you -
Can you use the enterprise d's 360 attack (which has been ruled to be a primary attack if I remember right) to fire attacks with "barrage of fire" or other 'replace primary attack with x' effects? I doubt it, just wondering as that would open up a lot of options for the ent d. =)
jonnyd76 13938812

drvulcan wrote:

Thank you very much for your answer earlier!! I really appreciate you taking the time to answer my question and all the others here =D
I have one more for you -
Can you use the enterprise d's 360 attack (which has been ruled to be a primary attack if I remember right) to fire attacks with "barrage of fire" or other 'replace primary attack with x' effects? I doubt it, just wondering as that would open up a lot of options for the ent d. =)


Barrage of fire specifically says "Both ships must have the enemy ship within their forward firing arcs". So no
H00D4M4N 13940088
EM Pulse (Ferengi/ LE Krayton Pack)
Action: Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.
Cost: 4

If the planet is in between two ships and they are range 1-2 apart, then EM Pulse should work right?
Andrew Parks 13940263

Magentawolf wrote:

Reklawyad wrote:


My question for you Andrew, is the case of Obstacles. I see in X-Wing if you are on an object you cannot fire during combat, I'm I correct in that in Attack Wing you can???


Correct. There is no rule in Attack Wing that causes you to lose your attack while overlapping an obstacle.



Kristoff is correct, although keep in mind that, as per the rulebook pg. 22, a ship that is overlapping an obstacle is considered obstructed and its target receives +1 defense die (even if the obstacle that the firing ship is overlapping is not physically in the way of its firing arc).
Andrew Parks 13940293

H00D4M4N wrote:

EM Pulse (Ferengi/ LE Krayton Pack)
Action: Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.
Cost: 4

If the planet is in between two ships and they are range 1-2 apart, then EM Pulse should work right?


Correct.
Reklawyad 13940470

Andrew Parks wrote:

Magentawolf wrote:

Reklawyad wrote:


My question for you Andrew, is the case of Obstacles. I see in X-Wing if you are on an object you cannot fire during combat, I'm I correct in that in Attack Wing you can???


Correct. There is no rule in Attack Wing that causes you to lose your attack while overlapping an obstacle.



Kristoff is correct, although keep in mind that, as per the rulebook pg. 22, a ship that is overlapping an obstacle is considered obstructed and its target receives +1 defense die (even if the obstacle that the firing ship is overlapping is not physically in the way of its firing arc).


Oh glad you said something about that even if the arc isn't "crossing" the obstacles.

Learn something new everyday!
tb55555 13944793
If I do a red maneuver and then discard the romulan pilot to do an additional green maneuver, would the auxiliary token be cleared? And could I then take an action?
Andrew Parks 13945179

tb55555 wrote:

If I do a red maneuver and then discard the romulan pilot to do an additional green maneuver, would the auxiliary token be cleared? And could I then take an action?


It would clear the Auxiliary Power Token. I believe you'd get to perform the Action, but can you please quote the text on Romulan pilot so I can verify?
tb55555 13945291
Romulan pilot: after you move you may discard this card to place a [scan] token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.

Now that I read it it sounds like I need to be able to do a free action which I couldn't if I had an auxiliary token, right?
Magentawolf 13945324

tb55555 wrote:

Romulan pilot: after you move you may discard this card to place a [scan] token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.

Now that I read it it sounds like I need to be able to do a free action which I couldn't if I had an auxiliary token, right?


Yep. Looks like you would need to be able to take actions in order to benefit from the discard of the pilot.
JustinKase 13946318
Card : I Stab at Thee... - If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.


If Kirk was to take 2 of these (as they are not unique), would both trigger if his ship was destroyed? Resulting in 2 attacks of 3 dice each against all ships within Range 1?

Don't see this as super useful, but was curious

Andrew Parks 13949502

Magentawolf wrote:

tb55555 wrote:

Romulan pilot: after you move you may discard this card to place a [scan] token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.

Now that I read it it sounds like I need to be able to do a free action which I couldn't if I had an auxiliary token, right?


Yep. Looks like you would need to be able to take actions in order to benefit from the discard of the pilot.


Correct, Romulan Pilot's ability acts as a free Action and therefore cannot be performed at all while you have an Auxiliary Power token.
Andrew Parks 13949506

JustinKase wrote:

Card : I Stab at Thee... - If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.


If Kirk was to take 2 of these (as they are not unique), would both trigger if his ship was destroyed? Resulting in 2 attacks of 3 dice each against all ships within Range 1?

Don't see this as super useful, but was curious



Correct.
H00D4M4N 13951571
Kirk + I Stab at Thee (Twice) + Uhura + Science Vessel = Cloaked Mine Deterrent. Go ahead, put your... stupid... mines down. We'll just... fly right through... them and pull up... right next to your FLEET! KHANNN!!!

Kirk is da bomb. Literally.
batman15 13953124
Can the ship assisting with Barrage of Fire use any of its tokens in the attack, such as using a Battle Station token to effect dice, Target Lock to re-roll, or a scan token to reduce the opponents agility?

Barrage of Fire-ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.
Magentawolf 13953310

batman15 wrote:

Can the ship assisting with Barrage of Fire use any of its tokens in the attack, such as using a Battle Station token to effect dice, Target Lock to re-roll, or a scan token to reduce the opponents agility?

Barrage of Fire-ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.


No.

The only ship attacking is the unit with the Barrage of Fire. The assisting ship is only lending the value of its Primary Weapon.
PaladinH 13954128
Two questions:

1) How does Worf work with battle stations or cards like Spock?
"Worf: Diable this card to re-roll your entire attack roll. You must re-roll all of your dice and keep the results of the second roll."

Does "keep the results" mean you cannot convert the re-rolled results? Or does it simply mean you cannot re-roll again, as with a target lock?

2) IRW Khazara says "If you initiate an attack while cloaked, add +1 attack die." How does this pair with Counter Attack? Counter Attack says if your ship is damaged, "you may immediately make 1 free attack against that ship." Are you still "initiating" an attack if it is a free attack that comes as a response to another attack?
Andrew Parks 13957750

PaladinH wrote:

Two questions:

1) How does Worf work with battle stations or cards like Spock?
"Worf: Diable this card to re-roll your entire attack roll. You must re-roll all of your dice and keep the results of the second roll."

Does "keep the results" mean you cannot convert the re-rolled results? Or does it simply mean you cannot re-roll again, as with a target lock?

2) IRW Khazara says "If you initiate an attack while cloaked, add +1 attack die." How does this pair with Counter Attack? Counter Attack says if your ship is damaged, "you may immediately make 1 free attack against that ship." Are you still "initiating" an attack if it is a free attack that comes as a response to another attack?


1. Simply means you can't reroll or use any of the results from the first roll.

2. Yes
shinzonhb 13958397
Hello.
I have a question regarding the use of Picard and Engage. We have a slight disagreement in wich order we can use the abilities.

Engage says: "Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

In my opinion, this means that i have to use the Engage action right after i have done the green maneuver. I place the auxilliry power token next to my ship and Picard cant use his free action.

The other opinion is, that i can make a green maneuver,use Picards free action and then use Engange.

Which one is correct?
jonnyd76 13958725

shinzonhb wrote:

Hello.
I have a question regarding the use of Picard and Engage. We have a slight disagreement in wich order we can use the abilities.

Engage says: "Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

In my opinion, this means that i have to use the Engage action right after i have done the green maneuver. I place the auxilliry power token next to my ship and Picard cant use his free action.

The other opinion is, that i can make a green maneuver,use Picards free action and then use Engange.

Which one is correct?


You control the order of the actions, and engage doesn't happen until your action step ("Action: "). You could always deny picard his action, but it wouldn't be wise
H00D4M4N 13959258

shinzonhb wrote:

Hello.
I have a question regarding the use of Picard and Engage. We have a slight disagreement in wich order we can use the abilities.

Engage says: "Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

In my opinion, this means that i have to use the Engage action right after i have done the green maneuver. I place the auxilliry power token next to my ship and Picard cant use his free action.

The other opinion is, that i can make a green maneuver,use Picards free action and then use Engange.

Which one is correct?


You can take Picard's free action and then Engage! The word "immediately" probably shouldn't have been there, but oh well.
Godzillafreak01 13959331
I have a somewhat unique question Andrew,


Yesterday my friends and I were playing, as we came across some trouble.

He had received the critical damage card "The next time you roll attack dice, do not roll. Then flip this card face down."

Here's the conundrum, his entire fleet was build around the Anti-Matter Mines.

So would he place the mines? and not roll any dice? Or would he TRY to place the mines, but be stopped? (As the mines are an 'Attack: Discard this card to...' )

We also had our OP organizer tell us we couldn't target lock through the planet. I know in X-Wing Miniatures, sight is not needed to target lock as long as the enemy is within range 1-3. I couldn't find anything in the rules to say it doesn't work just like that in Star Trek Attack Wing!

Drew
Magentawolf 13959451

Godzillafreak01 wrote:

I have a somewhat unique question Andrew,


Yesterday my friends and I were playing, as we came across some trouble.

He had received the critical damage card "The next time you roll attack dice, do not roll. Then flip this card face down."

Here's the conundrum, his entire fleet was build around the Anti-Matter Mines.

So would he place the mines? and not roll any dice? Or would he TRY to place the mines, but be stopped? (As the mines are an 'Attack: Discard this card to...' )

We also had our OP organizer tell us we couldn't target lock through the planet. I know in X-Wing Miniatures, sight is not needed to target lock as long as the enemy is within range 1-3. I couldn't find anything in the rules to say it doesn't work just like that in Star Trek Attack Wing!

Drew


1 - If you directly drop the Antimatter Mines on a ship while under that critical effect, you would roll no dice and the critical would be flipped over. If you dropped them in open space, and were still under the critical effect when someone else ran into them, you would roll dice as normal. They only count as an 'Attack' on the turn they were dropped.

2 - There are no limits on gaining a Target Lock through a planet.
H00D4M4N 13959482

Godzillafreak01 wrote:

I have a somewhat unique question Andrew,


Yesterday my friends and I were playing, as we came across some trouble.

He had received the critical damage card "The next time you roll attack dice, do not roll. Then flip this card face down."

Here's the conundrum, his entire fleet was build around the Anti-Matter Mines.

So would he place the mines? and not roll any dice? Or would he TRY to place the mines, but be stopped? (As the mines are an 'Attack: Discard this card to...' )

We also had our OP organizer tell us we couldn't target lock through the planet. I know in X-Wing Miniatures, sight is not needed to target lock as long as the enemy is within range 1-3. I couldn't find anything in the rules to say it doesn't work just like that in Star Trek Attack Wing!

Drew


If he was dropping the mines on someone as an attack, then he would not roll attack dice.

You can Target Lock through the planet, just as you can EM Pulse, or any other card that says range X. The planet only blocks for firing purposes.
shinzonhb 13959579

H00D4M4N wrote:

shinzonhb wrote:

Hello.
I have a question regarding the use of Picard and Engage. We have a slight disagreement in wich order we can use the abilities.

Engage says: "Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

In my opinion, this means that i have to use the Engage action right after i have done the green maneuver. I place the auxilliry power token next to my ship and Picard cant use his free action.

The other opinion is, that i can make a green maneuver,use Picards free action and then use Engange.

Which one is correct?


You can take Picard's free action and then Engage! The word "immediately" probably shouldn't have been there, but oh well.


That is exactly the point. In my opinion the word "immediately" refers to the movement phase, so i have to use engage first. Maybe Andrew could settle this matter.
H00D4M4N 13959844

shinzonhb wrote:

H00D4M4N wrote:

shinzonhb wrote:

Hello.
I have a question regarding the use of Picard and Engage. We have a slight disagreement in wich order we can use the abilities.

Engage says: "Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

In my opinion, this means that i have to use the Engage action right after i have done the green maneuver. I place the auxilliry power token next to my ship and Picard cant use his free action.

The other opinion is, that i can make a green maneuver,use Picards free action and then use Engange.

Which one is correct?


You can take Picard's free action and then Engage! The word "immediately" probably shouldn't have been there, but oh well.


That is exactly the point. In my opinion the word "immediately" refers to the movement phase, so i have to use engage first. Maybe Andrew could settle this matter.


Andrew has already stated this (somewhere in this thread I believe). The "immediately" just means right after taking the action. But if you moved, the "immediately" is not really important because you still haven't taken the action for Engage yet. Therefore, you can choose to take Picard's free action first, then choose to do Engage and now the immediately applies.

But if you move and choose Engage first as your action, then you would immediately perform the additional green maneuver and receive an auxiliary power token, preventing you from taking Picard's action.
shinzonhb 13960961

H00D4M4N wrote:



Andrew has already stated this (somewhere in this thread I believe). The "immediately" just means right after taking the action. But if you moved, the "immediately" is not really important because you still haven't taken the action for Engage yet. Therefore, you can choose to take Picard's free action first, then choose to do Engage and now the immediately applies.

But if you move and choose Engage first as your action, then you would immediately perform the additional green maneuver and receive an auxiliary power token, preventing you from taking Picard's action.


Didnt found it in this thread. But, thanks for the clarification.
Davitch 13961616

shinzonhb wrote:

H00D4M4N wrote:



Andrew has already stated this (somewhere in this thread I believe). The "immediately" just means right after taking the action. But if you moved, the "immediately" is not really important because you still haven't taken the action for Engage yet. Therefore, you can choose to take Picard's free action first, then choose to do Engage and now the immediately applies.

But if you move and choose Engage first as your action, then you would immediately perform the additional green maneuver and receive an auxiliary power token, preventing you from taking Picard's action.


Didnt found it in this thread. But, thanks for the clarification.


Just make sure you are declaring which/whose ship actions you are taking first. Declare in your action phase "this is picard's action" and "this is my ship action" mainly due to the fact that people may be seeing you as trying to pull a "fast one." When you receive free actions the rules don't specify in what order they have to be taken, so be sure to declare them in the order you want/need.
Illyth 13962518
I think I might have the first question RE: OP Month 5 (yes, five!), the instructions for which are quoted below:

OP5 Instructions wrote:


Players’ ships may fire at the OWPs.
-- If a player inflicts at least 1 damage to an
OWP, remove the Mission Token from the
game. The OWP can now be destroyed.

-- If an OWP with no Mission Token on it
receives at least 1 damage, remove it from
the play area.


Does this mean:

a) Two separate damaging attacks are required per OWP to destroy it?

or

b) One attack that does two damage will destroy an OWP in one go?
SteRT 13963596
It needs 2 separate attacks to damage it, so a).
Godzillafreak01 13965070
That should be added to the FAQ if it hasn't already!
Andrew Parks 13965278
FYI: For those who haven't noticed, if someone answers a question correctly, I give them a thumbs up (you can check who has thumbed up a response by clicking on the number). In these cases, I will not respond directly.

I really appreciate everyone who has been helping out with these answers. This allows me to occasionally speak to the other members of my household so they remember I'm still alive. zombie

Andrew
delta_angelfire 13965841
Can a ship participate in a "Barrage of Fire" if it is denied it's attack that round (like from using Jadzia Dax or Corboromite Maneuver)?

Barrage:
"Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary weapon value of that ship to your attack roll for this attack. Both ships must have the same enemy ship within their forward firing arcs. Place an Auxiliary Power token beside both ships."
Whizzwang 13966454
You still have to have an attack in order to participate in a BoF.

It's an "Instead" of effect.

If you have been denied your normal attack, you don't have anything to replace.
csimian 13967547
Please only let Andrew give Thumbs up on answers from now on. It will make it easier to scroll through the FAQ quickly to find official answers.
Chance Gardener 13969715

csimian wrote:

Please only let Andrew give Thumbs up on answers from now on. It will make it easier to scroll through the FAQ quickly to find official answers.

I'm sorry but no. As Andrew stated you can tell who thumbed up the post by clicking on the upvote counter.
I understand a need for speed but I'm not going to stop upvoting worthy posts for you to have to not click a number.
So, not going to comply with your request.
I will keep upvoting worthy posts.
Bohemyus 13969826
hi Andrew
i have some doubt about the attack roll of the suicide Attack :
1-can i add extra damage dice to Suicide Attack with Donatra or the appropriate Command token?
2-can i Set 1 of the dice of the roll of Suicide Attack with the appropriate Command Token?
3-can i Reroll any of the dices of the roll of Suicide Attack with the appropriate Command Token?
Andrew Parks 13972527

delta_angelfire wrote:

Can a ship participate in a "Barrage of Fire" if it is denied it's attack that round (like from using Jadzia Dax or Corboromite Maneuver)?

Barrage:
"Target 1 friendly ship within range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary weapon value of that ship to your attack roll for this attack. Both ships must have the same enemy ship within their forward firing arcs. Place an Auxiliary Power token beside both ships."


You are still considered to be attacking if you participate in BoF (which is why we ruled that Cloak tokens flip over to the red side). So if you can't attack, you can't participate in BoF.
Andrew Parks 13972637

Bohemyus wrote:

hi Andrew
i have some doubt about the attack roll of the suicide Attack :
1-can i add extra damage dice to Suicide Attack with Donatra or the appropriate Command token?
2-can i Set 1 of the dice of the roll of Suicide Attack with the appropriate Command Token?
3-can i Reroll any of the dices of the roll of Suicide Attack with the appropriate Command Token?


1. Yes

2. Yes

3. No (see bullet #2 below)

From the FAQ:

4. When am I allowed to activate each of the different Command Tokens?

The Command Tokens are used as appropriate for the ability provided by the token.

• Tokens that provide a free Action are used during the ship's Perform Action step during the Activation Phase.

• Tokens that let you re-roll dice are used during the appropriate Modify Dice step of the Combat Phase.

• Tokens that are used "before rolling any of your [attack or defense] dice" are used right before rolling those dice.


Andrew
TechLee 13972902
Is there a good general guideline for when certain cards apply to primary or secondary weapons for bonuses? Advanced Weapon System, the bonus on Karaza (?) from firing while cloaked, etc.
Magentawolf 13972973

TechLee wrote:

Is there a good general guideline for when certain cards apply to primary or secondary weapons for bonuses? Advanced Weapon System, the bonus on Karaza (?) from firing while cloaked, etc.


The only real difference between the two is that Secondary Weapons do not gain +1 attack for range one, and do not grant +1 agility for range 3.

All other bonuses and penalties should affect Primary / Secondary weapons equally, barring any specific card text.
bhosp 13973401

Andrew Parks wrote:

Kusig wrote:

Captain Gorkon
Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.

Barrage of Fire:
ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

If I have Gorkon on on the Enterprise-D and use Gorkon's action, will a Vor'cha class ship Piloted by Kirk using Barrage of Fire targeting a ship within both ships firing arcs get 4 additional attack dice or 2 from the Enterprise?

Thanks ahead of time. I'm going to assume it's 4 as its the printed cost but want to verify before it becomes a question.


"4". As mentioned in the FAQ, the Primary Weapon Value is the printed number.


So I guess the same would apply to Kyle, Secondary Shield Emitters, Projected Stasis Field, etc.?
grifta67 13975147

Godzillafreak01 wrote:


We also had our OP organizer tell us we couldn't target lock through the planet. I know in X-Wing Miniatures, sight is not needed to target lock as long as the enemy is within range 1-3. I couldn't find anything in the rules to say it doesn't work just like that in Star Trek Attack Wing!


Yea, that was my bad on the Target Lock through a planet. The planet section in the rule book uses the phrase "complete obstruction" which seemed to get stuck in my mind. I forgot that it was referring specifically to firing, not completely obstructing everything.

By all means, let me know if you think I've got something wrong! I'm far more concerned with getting the ruling right than playing dictator judge and saying my word is the law even if it's wrong.

-Sean
dc0nklin 13975302
Another Command Token question...

Since there is no place to list the 5 Command Tokens that are being taken on the Fleet Build Sheet, wondering about this:

1. Are you free to change which Command Tokens you are taking between battles at an OP?
2. If so, can you see your opponent's fleet before you declare which Command Tokens you are taking?

Thx!

Andrew Parks 13975348

dc0nklin wrote:

Another Command Token question...

Since there is no place to list the 5 Command Tokens that are being taken on the Fleet Build Sheet, wondering about this:

1. Are you free to change which Command Tokens you are taking between battles at an OP?
2. If so, can you see your opponent's fleet before you declare which Command Tokens you are taking?

Thx!



To my knowledge, your 5 Command Tokens are part of your build and cannot be changed between rounds. Your TO might request that you list them on your sheet (like "Command Tokens #1, 3, 5, 6, 7").

If I hear otherwise, I will definitely let you know.

Andrew
delta_angelfire 13982217
the Koranak: "Instead of making a normal attack, you may spend a (scan) token to attack two different ships with your primary weapon at -2 attack dice each."

1) Is this considered a single attack or two attacks - If I use a battlestations token, do I change -ALL- the battlestations to hits when targetting two vessels?

2) How would the double attack interact with donatra - 4 dice attack on each of two ships?

3) Gul Dukat: Your ship may perform an (evade) or (battlestations) as a free action each round. I assume this works even if the ship does not naturally have the (battlestations) action in its action bar?
davedujour 13982275

delta_angelfire wrote:

the Koranak: "Instead of making a normal attack, you may spend a (scan) token to attack two different ships with your primary weapon at -2 attack dice each."

2) How would the double attack interact with donatra - 4 dice attack on each of two ships?


This is probably yes, just like how Donatra works with any other weapon. Donatra doesn't have the "this round" phrase so would affect all attacks within range 1.
delta_angelfire 13982298

davedujour wrote:

delta_angelfire wrote:

the Koranak: "Instead of making a normal attack, you may spend a (scan) token to attack two different ships with your primary weapon at -2 attack dice each."

2) How would the double attack interact with donatra - 4 dice attack on each of two ships?


This is probably yes, just like how Donatra works with any other weapon. Donatra doesn't have the "this round" phrase so would affect all attacks within range 1.


I raised the question because we don't know if its one attack or two. if it was one, it would only be one die to a single attack, like the previous ruling on Forward Weapons Grid, that's why I asked. Donatras rulings about multiple attacks should be well ingrained in everyone by now.
H00D4M4N 13982496

delta_angelfire wrote:

the Koranak: "Instead of making a normal attack, you may spend a (scan) token to attack two different ships with your primary weapon at -2 attack dice each."

1) Is this considered a single attack or two attacks - If I use a battlestations token, do I change -ALL- the battlestations to hits when targetting two vessels?

2) How would the double attack interact with donatra - 4 dice attack on each of two ships?

3) Gul Dukat: Your ship may perform an (evade) or (battlestations) as a free action each round. I assume this works even if the ship does not naturally have the (battlestations) action in its action bar?


For 3, I don't think so. He doesn't have the text Picard does that says even if it's not on the action bar. If it does work in the same way, then it really should have had similar text. Maybe Andrew will clarify soon.
XanderF 13983579

Andrew Parks wrote:

stevecorby wrote:

With OP3 happening this month and the Battle Points special rule being in effect, I have a question about how to run my OP3 tournament.

The special rule says that if you control the planet at the end of the battle and you won the round, you get an extra Battle Point. So let us look at this scenario and tell me who wins my hypothetical tournament. (Fleet points are irrelevant here)

Player A goes 3-0 but never controlled the planet at the end of any round. He therefore has 7 Battle Points (6 for 3 round wins and 1 for participating)

Player B goes 2-1 but controlled the planet in all 3 rounds he played in. He therefore has 8 Battle Points (4 for his 2 wins, 1 for his loss and 1 for participating and 2 for controlling the planet in his 2 wins).

So, does an undefeated player really lose to someone that lost a round because of this special rule? That seems like a really bad rule if that is what is supposed to occur.

And I'm sure some of you will ask how likely that is to happen. We have had 10 and 11 participants the first 2 months and expect 12 this time with people likely to be turned away due to space and map element limitations, so it is really likely that at least one of our 2-1 players could have more points than the two players that go 3-0.

Also, will the Wizkids tournament software that we use be modified to accommodate this, or do I have to run the tournament on paper because Battle Points are supposed to rank players and not just wins.

Thanks Andrew.


I am not involved with the software, but I can say it is definitely possible to defeat an undefeated player if you are going 2-1 and controlled the planet in every match. The planet's control is a major part ofthe storyline this month.



I guess the follow-up question is...would it be possible to win this scenario without engaging the enemy fleet at all?

Specifically, the OP3 objectives state:

OBJECTIVE
Destroy all of your opponent’s ships.

BONUS: If the winning player controls AR-558 (see above) at the end of the Battle, that player receives an additional +1 Battle Score.

Also, a player adds an additional +2 Fleet Points for every Ground Troop Token that player has left on AR-558 at the end of the Battle.


The question is...is that "also" conditional on the first condition, or is it really an "also" (IE., totally independent thought - a second possible bonus not dependent on getting the first bonus).

Meaning - if I start with 100 points on the table, my opponent has 100 points on the table, and we ignore each other and engage in ground combat, only.

Match time called with us both having all 100 pts left, but I have 10 ground troop tokens on the planet, and he has 0.

My read of the above objective rules are that we both get '0' fleet points (initially), and then I get +20 for the ground tokens I have on the planet, so I "win" the match with 20 fleet points. As I am then the match winner, and have uncontested control over the planet, I ALSO get +1 battle point.

Correct?
davedujour 13983627

XanderF wrote:

Andrew Parks wrote:

stevecorby wrote:

With OP3 happening this month and the Battle Points special rule being in effect, I have a question about how to run my OP3 tournament.

The special rule says that if you control the planet at the end of the battle and you won the round, you get an extra Battle Point. So let us look at this scenario and tell me who wins my hypothetical tournament. (Fleet points are irrelevant here)

Player A goes 3-0 but never controlled the planet at the end of any round. He therefore has 7 Battle Points (6 for 3 round wins and 1 for participating)

Player B goes 2-1 but controlled the planet in all 3 rounds he played in. He therefore has 8 Battle Points (4 for his 2 wins, 1 for his loss and 1 for participating and 2 for controlling the planet in his 2 wins).

So, does an undefeated player really lose to someone that lost a round because of this special rule? That seems like a really bad rule if that is what is supposed to occur.

And I'm sure some of you will ask how likely that is to happen. We have had 10 and 11 participants the first 2 months and expect 12 this time with people likely to be turned away due to space and map element limitations, so it is really likely that at least one of our 2-1 players could have more points than the two players that go 3-0.

Also, will the Wizkids tournament software that we use be modified to accommodate this, or do I have to run the tournament on paper because Battle Points are supposed to rank players and not just wins.

Thanks Andrew.


I am not involved with the software, but I can say it is definitely possible to defeat an undefeated player if you are going 2-1 and controlled the planet in every match. The planet's control is a major part ofthe storyline this month.



I guess the follow-up question is...would it be possible to win this scenario without engaging the enemy fleet at all?

Specifically, the OP3 objectives state:

OBJECTIVE
Destroy all of your opponent’s ships.

BONUS: If the winning player controls AR-558 (see above) at the end of the Battle, that player receives an additional +1 Battle Score.

Also, a player adds an additional +2 Fleet Points for every Ground Troop Token that player has left on AR-558 at the end of the Battle.


The question is...is that "also" conditional on the first condition, or is it really an "also" (IE., totally independent thought - a second possible bonus not dependent on getting the first bonus).

Meaning - if I start with 100 points on the table, my opponent has 100 points on the table, and we ignore each other and engage in ground combat, only.

Match time called with us both having all 100 pts left, but I have 10 ground troop tokens on the planet, and he has 0.

My read of the above objective rules are that we both get '0' fleet points (initially), and then I get +20 for the ground tokens I have on the planet, so I "win" the match with 20 fleet points. As I am then the match winner, and have uncontested control over the planet, I ALSO get +1 battle point.

Correct?


I don't think so. You haven't "won" before you'd get those +20 fleet points. However, you could just do the ground combat and have time called with 100 fleet points each. Then it would go to a dice off for the winner, who would then get fleet points for the troops on the ground.
XanderF 13983704

davedujour wrote:

I don't think so. You haven't "won" before you'd get those +20 fleet points. However, you could just do the ground combat and have time called with 100 fleet points each. Then it would go to a dice off for the winner, who would then get fleet points for the troops on the ground.


Well, that's the question.

It's clear you have to "win" to get the BATTLE points, but the fleet points item doesn't say that. It just says 'also, a player adds...' with no qualification of the winning player, only. (That is, it doesn't say "also, the winning player adds..." just "a player adds...")

Indeed, it would even seem to imply that if BOTH players did have ground combat tokens on the planet, BOTH of them would actually get the fleet points for having tokens remaining. (Although obviously, in that case, neither would quality for the battle point bonus - and that these two things are listed distinctly, and have different and partially contradictory qualifications for them, makes me think they really are two unrelated bonuses)
Magentawolf 13983773

XanderF wrote:

davedujour wrote:

I don't think so. You haven't "won" before you'd get those +20 fleet points. However, you could just do the ground combat and have time called with 100 fleet points each. Then it would go to a dice off for the winner, who would then get fleet points for the troops on the ground.


Well, that's the question.

It's clear you have to "win" to get the BATTLE points, but the fleet points item doesn't say that. It just says 'also, a player adds...' with no qualification of the winning player, only. (That is, it doesn't say "also, the winning player adds..." just "a player adds...")

Indeed, it would even seem to imply that if BOTH players did have ground combat tokens on the planet, BOTH of them would actually get the fleet points for having tokens remaining. (Although obviously, in that case, neither would quality for the battle point bonus - and that these two things are listed distinctly, and have different and partially contradictory qualifications for them, makes me think they really are two unrelated bonuses)


We played it that the additional Fleet Points for remaining troops were independent of who won the battle. (And since Fleet Points determine the winner of a particular battle, I figure they should be added.)
mariettabrit 13983813
We worked the points into the total to determine who one... actually in one game one player lost a 17pt ship but had 9 tokens on planet so actually one that game by 1 point and controlled the planet too.
H00D4M4N 13984152
Andrew, I have a question about the Reinforcements Sideboard. If you bring in something from the sideboard, can you use their text as soon as they come into play?

For example - Martok. (After you move, choose 1 friendly ship within range 1-2 whose Captain has a lower skill than Martok's. The chosen ship may immediately perform one free action.)

Say I have a ship that moves and then performs its action (bring Martok from the sideboard). Can Martok now give a free action to a friendly ship within range?

Same with Mirok. If you performed a green maneuver and bring in Mirok, can you repair?

Thanks!
Caeser56 13984213
I have a question regarding the sideboard for OP3, and the points system. According to the sideboard, you pay a 10-point cost for the use of the sideboard, and as I read it, you get to assign 20 points worth of cards to the sideboard. My questions are as follows:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?

2- How does this affect the scoring in the OP events, because as I understand it, you get points as follows: 100 minus the points left on your opponents' build; this could effectively give someone a 30-point buffer to drive opponents' scores down if you place cards and keep them in the sideboard.

3- how do one-use cards (such as mines, or certain crew cards) affect the above situations?

I'm just concerned both from a balance standpoint; someone having access to 20 extra points worth of gear seems a bit much. Even if you do have to spend an action to swap gear, you'd have a very versatile build. Thanks for the time!
fastback64 13984313
If you use the sideboard in a 100 point build, you build your ships to 90 add the 10 for the sideboard and put up to 20 on the sideboard. This gives you 110 points worth of options for the cost of 100.

Also, since your build sheet only has the sideboard listed as a 10 point resource, you still start at 100 and deduct from there. The 20 on the sideboard don't count towards the build....just the sideboard.

That's how me and my friends have interpreted it.
XanderF 13984435

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).
H00D4M4N 13984982

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.
XanderF 13985134

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).
H00D4M4N 13985310

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).


I hope that gets added to the FAQ because I can see that causing some confusion in events.
XanderF 13985758

H00D4M4N wrote:

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).


I hope that gets added to the FAQ because I can see that causing some confusion in events.


Indeed, especially since that reading of it (wish I could find where that was discussed) could be read to contradict the tournament rules...

SURVIVING FLEET:
A player's surviving Fleet includes: 1) any of that player's ships that are not destroyed, 2) any Upgrades those ships are still equipped with, and 3) any Upgrades that are placed under the ship card


(emphasis mine)

It makes it appear that the only consideration is the FINAL state of the ships. Rather, the rule should be updated more along the lines of 'Upgrades those ships started with, and are still equipped with'
Andrew Parks 13986334

delta_angelfire wrote:

the Koranak: "Instead of making a normal attack, you may spend a (scan) token to attack two different ships with your primary weapon at -2 attack dice each."

1) Is this considered a single attack or two attacks - If I use a battlestations token, do I change -ALL- the battlestations to hits when targetting two vessels?

2) How would the double attack interact with donatra - 4 dice attack on each of two ships?

3) Gul Dukat: Your ship may perform an (evade) or (battlestations) as a free action each round. I assume this works even if the ship does not naturally have the (battlestations) action in its action bar?


1) This is two different attacks. Your Battle Stations Token, when spent, would only influence one attack.

2) Donatra would give you +1 on each attack.

3) You may perform this on a ship regardless of the Actions on its Action Bar.
Andrew Parks 13986393

Magentawolf wrote:

XanderF wrote:

davedujour wrote:

I don't think so. You haven't "won" before you'd get those +20 fleet points. However, you could just do the ground combat and have time called with 100 fleet points each. Then it would go to a dice off for the winner, who would then get fleet points for the troops on the ground.


Well, that's the question.

It's clear you have to "win" to get the BATTLE points, but the fleet points item doesn't say that. It just says 'also, a player adds...' with no qualification of the winning player, only. (That is, it doesn't say "also, the winning player adds..." just "a player adds...")

Indeed, it would even seem to imply that if BOTH players did have ground combat tokens on the planet, BOTH of them would actually get the fleet points for having tokens remaining. (Although obviously, in that case, neither would quality for the battle point bonus - and that these two things are listed distinctly, and have different and partially contradictory qualifications for them, makes me think they really are two unrelated bonuses)


We played it that the additional Fleet Points for remaining troops were independent of who won the battle. (And since Fleet Points determine the winner of a particular battle, I figure they should be added.)


My understanding is that this is correct. In a tie, Fleet Points determine the winner, and since Fleet Points for occupying the planet are given to both players (i.e. you don't need to win the battle to get those bonus Fleet Points), then planetary occupation could determine the winner if neither side destroys the other.

But as always, I am not an expert on the Tournament Rules, so I reserve the right to reverse this later.
H00D4M4N 13986396
Andrew, I have a question about the Reinforcements Sideboard. If you bring in something from the sideboard, can you use their text as soon as they come into play?

For example - Martok. (After you move, choose 1 friendly ship within range 1-2 whose Captain has a lower skill than Martok's. The chosen ship may immediately perform one free action.)

Say I have a ship that moves and then performs its action (bring Martok from the sideboard). Can Martok now give a free action to a friendly ship within range?

Same with Mirok. If you performed a green maneuver and bring in Mirok, can you repair?

Thanks!
Andrew Parks 13986413

H00D4M4N wrote:

Andrew, I have a question about the Reinforcements Sideboard. If you bring in something from the sideboard, can you use their text as soon as they come into play?

For example - Martok. (After you move, choose 1 friendly ship within range 1-2 whose Captain has a lower skill than Martok's. The chosen ship may immediately perform one free action.)

Say I have a ship that moves and then performs its action (bring Martok from the sideboard). Can Martok now give a free action to a friendly ship within range?

Same with Mirok. If you performed a green maneuver and bring in Mirok, can you repair?

Thanks!


Normally, you can use the text of a card that's brought into play from the Reinforcements Sideboard right away.

But in the case of Martok and Mirok, this would not work since they were not in play when their text was triggered (i.e. after movement, which takes place before the Perform Actions step).

Andrew
H00D4M4N 13986437

Andrew Parks wrote:

H00D4M4N wrote:

Andrew, I have a question about the Reinforcements Sideboard. If you bring in something from the sideboard, can you use their text as soon as they come into play?

For example - Martok. (After you move, choose 1 friendly ship within range 1-2 whose Captain has a lower skill than Martok's. The chosen ship may immediately perform one free action.)

Say I have a ship that moves and then performs its action (bring Martok from the sideboard). Can Martok now give a free action to a friendly ship within range?

Same with Mirok. If you performed a green maneuver and bring in Mirok, can you repair?

Thanks!


Normally, you can use the text of a card that's brought into play from the Reinforcements Sideboard right away.

But in the case of Martok and Mirok, this would not work since they were not in play when their text was triggered (i.e. after movement, which takes place before the Perform Actions step).

Andrew


Cool thanks!
Andrew Parks 13986448

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).


This is correct. I'll add to the FAQ.

Essentially, the cards brought over from the Sideboard are part of that Resource. They do not affect the score for either player by themselves. If you wipe out your opponent's force, you score the 10 points for his Sideboard. If you don't wipe them out, you don't score those points.
XanderF 13986512

Andrew Parks wrote:

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).


This is correct. I'll add to the FAQ.

Essentially, the cards brought over from the Sideboard are part of that Resource. They do not affect the score for either player by themselves. If you wipe out your opponent's force, you score the 10 points for his Sideboard. If you don't wipe them out, you don't score those points.


As noted - this does read as a partial contradiction to the tournament rules, which note you score fleet points based on the upgrades "still equipped" on ships.

The important clarification is that it is upgrades "still equipped" on ships which are upgrades they started with.

Although I guess even that doesn't help - the official rule noting 'still equipped on' is just a headache, really. What if I came into battle, flying a Romulan Valdore-class with generic captain (28 pts) and a 'Klingon Advanced Weapons System' (6 points cost to me)...then that ship survived the battle, but at the end of the battle I'd swapped this out (via reinforcements) for a 2-point 'Polarized Hull Plating'.

Given a literal reading of the tournament rule, the enemy would be scoring that ship as removing only 28 points from their total. The 6-point 'Advanced Weapons System' is not "still equipped on" the ship, so can't be scored. And the 2-point 'Polarized Hull Plating' that IS equipped on the ship is ALSO not counted with it, as it is counted in the 10 points of reinforcements I have (since he didn't destroy all my ships).

That's...weird.
Andrew Parks 13986582

XanderF wrote:

Andrew Parks wrote:

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

Caeser56 wrote:

1- Assuming there is a 100-point build limit, let's say the player in question pays the 10-points for the sideboard. Does the 20 points assigned to the board apply to the build limit, effectively making the card cost 30 points? Or do the 20 points not cost against the build limit, effectively giving the player a 120-point build in a 100-point limit?


From previous discussion - the latter.

Although note that it does cost 10 points to bring it, so you are only getting 90 regular fleet points - the net impact of the sideboard is thus to give you 110 points (in your example) in a 100 point list.

Although also note that the cross-faction +1-point-per-card penalty doesn't apply (instead, the penalty is that ships that pull in "reinforcements" from the "sideboard" get an aux token with them if they are cross-faction). So if you went pure-"cross-faction" with the upgrade cards, you are theoretically getting 115 pts for 100 (although then getting at least 5 aux tokens over the course of the game to bring them in).


I'm assuming that any cards brought in via the sideboard also follow normal rules. So if you bring a card onto a ship and that ship survives, you would score points for that card. Likewise, if you bring in a card onto a ship and the ship is destroyed, your opponent would score bonus points for that card.


I could have sworn this was answered up-thread, but I'm not finding it at the moment.

IIRC., the answer was that the sideboard is scored as a 'resource' - IE., it (and everything it brings into the game) is 10 fleet points, and only lost (so only scored by the enemy) when the last ship is destroyed.

Upgrades "on the table" (from the sideboard, but not presently ON the sideboard) are not counted for scoring purposes.

So, essentially, when the enemy is totaling up his 'remaining fleet points' to subtract from your 100 at match end, he doesn't use his ships' state as they exist at that moment in time, but based on what they were listed as being worth on his fleet form/list (noting that this does include the 10 points for the sideboard, itself, as long as he has SOME ship left in play - if he doesn't, as noted, you score those points, too).


This is correct. I'll add to the FAQ.

Essentially, the cards brought over from the Sideboard are part of that Resource. They do not affect the score for either player by themselves. If you wipe out your opponent's force, you score the 10 points for his Sideboard. If you don't wipe them out, you don't score those points.


As noted - this does read as a partial contradiction to the tournament rules, which note you score fleet points based on the upgrades "still equipped" on ships.

The important clarification is that it is upgrades "still equipped" on ships which are upgrades they started with.

Although I guess even that doesn't help - the official rule noting 'still equipped on' is just a headache, really. What if I came into battle, flying a Romulan Valdore-class with generic captain (28 pts) and a 'Klingon Advanced Weapons System' (6 points cost to me)...then that ship survived the battle, but at the end of the battle I'd swapped this out (via reinforcements) for a 2-point 'Polarized Hull Plating'.

Given a literal reading of the tournament rule, the enemy would be scoring that ship as removing only 28 points from their total. The 6-point 'Advanced Weapons System' is not "still equipped on" the ship, so can't be scored. And the 2-point 'Polarized Hull Plating' that IS equipped on the ship is ALSO not counted with it, as it is counted in the 10 points of reinforcements I have (since he didn't destroy all my ships).

That's...weird.


I've included this in my clarification. Essentially, this is one of the downsides of the Reinforcements Sideboard. Your opponent is not penalized for cards that started on your Sideboard or which started in play and ended up on your Sideboard at the end of the match.
Skyguard 13991095
Timing of cloaked mine damage question. The following came up in a game this week.

What is the correct timing of Mirok healing vs cloaked mines triggering?

Mirok: After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your Hull or Shields.

Cloaked Mine: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] Action). Any [HIT] or [CRITICAL] damages the target ship as normal. The affected ship does not roll any defense dice.

1. An undamaged ship captained by Mirok ends its movement within range 1 of enemy's cloaked mine, and is with in range 1 of a friendly ship. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? We went with mine field then Mirok when this happened, but is was less clear to me if that was the right ruling

2. An undamaged ship captained by Mirok movement template crosses into range range 1 of enemy's cloaked mine but the ship does not end in the field, and is with in range 1 of a friendly ship at its end point. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? This didn't come up but I would think it's more clear in this case that the damage comes during the move, so you would roll it before placing the ship in its end position so Mirok would trigger after any mine damage was applied
fastback64 13991479

Skyguard wrote:

Timing of cloaked mine damage question. The following came up in a game this week.

What is the correct timing of Mirok healing vs cloaked mines triggering?

Mirok: After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your Hull or Shields.

Cloaked Mine: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] Action). Any [HIT] or [CRITICAL] damages the target ship as normal. The affected ship does not roll any defense dice.

1. An undamaged ship captained by Mirok ends its movement within range 1 of enemy's cloaked mine, and is with in range 1 of a friendly ship. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? We went with mine field then Mirok when this happened, but is was less clear to me if that was the right ruling

2. An undamaged ship captained by Mirok movement template crosses into range range 1 of enemy's cloaked mine but the ship does not end in the field, and is with in range 1 of a friendly ship at its end point. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? This didn't come up but I would think it's more clear in this case that the damage comes during the move, so you would roll it before placing the ship in its end position so Mirok would trigger after any mine damage was applied


I would think Mirok would not trigger after the mines in any case.

Mirok triggers after movement and the cloaked mines roll happens after the ship in question accomplishes it's action.

That would be my interpretation...

So:
1. Move
2. Mirok
3. Action
4. Mine Dice Roll
Mordaenor 13991505

Skyguard wrote:

Timing of cloaked mine damage question. The following came up in a game this week.

What is the correct timing of Mirok healing vs cloaked mines triggering?

Mirok: After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your Hull or Shields.

Cloaked Mine: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] Action). Any [HIT] or [CRITICAL] damages the target ship as normal. The affected ship does not roll any defense dice.

1. An undamaged ship captained by Mirok ends its movement within range 1 of enemy's cloaked mine, and is with in range 1 of a friendly ship. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? We went with mine field then Mirok when this happened, but is was less clear to me if that was the right ruling

2. An undamaged ship captained by Mirok movement template crosses into range range 1 of enemy's cloaked mine but the ship does not end in the field, and is with in range 1 of a friendly ship at its end point. Does Mirok ability trigger before or after dice are rolled for the mines and any damage is applied? This didn't come up but I would think it's more clear in this case that the damage comes during the move, so you would roll it before placing the ship in its end position so Mirok would trigger after any mine damage was applied


A similar question came up before. Andrew's official ruling is that even though the attack is triggered during movement, the actual damage is not rolled/resolved until after the Action step. So, Mirok could use his ability before rolling damage.
Magentawolf 13991510

fastback64 wrote:

Skyguard wrote:

Timing of cloaked mine damage question. The following came up in a game this week.

What is the correct timing of Mirok healing vs cloaked mines triggering?

Mirok: After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your Hull or Shields.

Cloaked Mine: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [SCAN] Action). Any [HIT] or [CRITICAL] damages the target ship as normal. The affected ship does not roll any defense dice.



I would think Mirok would not trigger after the mines in any case.

Mirok triggers after movement and the cloaked mines roll happens after the ship in question accomplishes it's action.

That would be my interpretation...

So:
1. Move
2. Mirok
3. Action
4. Mine Dice Roll


It was ruled that the mines are rolled after actions were performed, so I would say Mirok triggers first (when the movement finishes), and then the mines will go off after the action is selected.
Skyguard 13991799
Found it. Sorry I re-asked asked a answered question. However this might want to be FAQ on the front page as personally I wasn't reading the cloak mines like that at all, and it matters a lot that you get an action before mines attack you.

Andrew Parks wrote:


Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Follow up, is the timing of hitting/crossing an in play (i.e. not a attack from) anti-matter minefield token the same?



XanderF 13993184
Question on the Interphase Generator (not the one asked in the initial FAQ!). Card reads:

Interphase Generator - When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


Question is - what is "while you are cloaked"? Specifically as a result of the logic around when you can 'sensor echo'. IE., you cannot 'sensor echo' on the turn you ENGAGE the cloak as an action, as you are not "cloaked" then, but "cloaking" - the specific text in question being:

A ship can only perform a Sensor Echo Action if it is currently Cloaked (e.g. from a previous turn)


(emphasis mine)

That makes it sound like the turn you take the 'cloak' action, you are not yet 'fully cloaked' (cannot 'sensor echo', CAN be target locked, etc).

Does this logic apply to 'interphase generator', as well? IE., you cannot use it on the turn you take the 'cloak' action, but only on following turns?
Andrew Parks 13993265

XanderF wrote:

Question on the Interphase Generator (not the one asked in the initial FAQ!). Card reads:

Interphase Generator - When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


Question is - what is "while you are cloaked"? Specifically as a result of the logic around when you can 'sensor echo'. IE., you cannot 'sensor echo' on the turn you ENGAGE the cloak as an action, as you are not "cloaked" then, but "cloaking" - the specific text in question being:

A ship can only perform a Sensor Echo Action if it is currently Cloaked (e.g. from a previous turn)


(emphasis mine)

That makes it sound like the turn you take the 'cloak' action, you are not yet 'fully cloaked' (cannot 'sensor echo', CAN be target locked, etc).

Does this logic apply to 'interphase generator', as well? IE., you cannot use it on the turn you take the 'cloak' action, but only on following turns?


While you have a Cloak Token beside your ship (red or green, on or off the base), you are considered Cloaked.

Note that the rulebook example of Sensor Echo uses "e.g." which means "for example". It is not intended as definitive. There are circumstances (such as Martok) that would allow you to Cloak and Sensor Echo in the same turn.

Andrew
Andrew Parks 13993274

Skyguard wrote:

Found it. Sorry I re-asked asked a answered question. However this might want to be FAQ on the front page as personally I wasn't reading the cloak mines like that at all, and it matters a lot that you get an action before mines attack you.

Andrew Parks wrote:


Cloaked Mines inflict their damage after the ship completes its Perform Action step.


Follow up, is the timing of hitting/crossing an in play (i.e. not a attack from) anti-matter minefield token the same?





Correct.
narcolepsypanda 13993817
I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?

Insofar as it is tactically significant, it seems that there should be, but I'm not sure that there is. The cards don't provide an answer, and there is no order in place for the planning phase.

This came up in a game recently in which an opponent played two cloaked mines, and then I played cloaked mines. He wanted to pick his up and replace them, but we just went ahead with the game since neither or us was sure about whether or not there's an order to be followed.

Naturally, where I placed my mines was in part due to where he had previously placed his mines, because it's a clue as to what his strategy might be. By the same token, once mine were placed, he wanted to use that information in placing his mines.

...and frankly, if it becomes an issue among the players at the venue, it's easier to smooth feathers if I just say, "Andrew Parks said..."

(After all, the Cloaked Mines are becoming VERY popular, so this is likely going to come up again.)
stpitner 13994628

narcolepsypanda wrote:

I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?

Insofar as it is tactically significant, it seems that there should be, but I'm not sure that there is. The cards don't provide an answer, and there is no order in place for the planning phase.

This came up in a game recently in which an opponent played two cloaked mines, and then I played cloaked mines. He wanted to pick his up and replace them, but we just went ahead with the game since neither or us was sure about whether or not there's an order to be followed.

Naturally, where I placed my mines was in part due to where he had previously placed his mines, because it's a clue as to what his strategy might be. By the same token, once mine were placed, he wanted to use that information in placing his mines.

...and frankly, if it becomes an issue among the players at the venue, it's easier to smooth feathers if I just say, "Andrew Parks said..."

(After all, the Cloaked Mines are becoming VERY popular, so this is likely going to come up again.)


I would presume that it would be whoever has initiative places the first mine. Now I would then ask - if they have initiative and want to place multiple mines, do they all get placed first or do you take turns? I would guess they all get placed first by one player since they have initiative (it's the same way you do movement and firing)
BeastRabban 13996331

stpitner wrote:

narcolepsypanda wrote:

I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?

Insofar as it is tactically significant, it seems that there should be, but I'm not sure that there is. The cards don't provide an answer, and there is no order in place for the planning phase.

This came up in a game recently in which an opponent played two cloaked mines, and then I played cloaked mines. He wanted to pick his up and replace them, but we just went ahead with the game since neither or us was sure about whether or not there's an order to be followed.

Naturally, where I placed my mines was in part due to where he had previously placed his mines, because it's a clue as to what his strategy might be. By the same token, once mine were placed, he wanted to use that information in placing his mines.

...and frankly, if it becomes an issue among the players at the venue, it's easier to smooth feathers if I just say, "Andrew Parks said..."

(After all, the Cloaked Mines are becoming VERY popular, so this is likely going to come up again.)


I would presume that it would be whoever has initiative places the first mine. Now I would then ask - if they have initiative and want to place multiple mines, do they all get placed first or do you take turns? I would guess they all get placed first by one player since they have initiative (it's the same way you do movement and firing)


Would the placement be in the same order as movement ie the lowest initiative ship has the option to place it's mine (if it has one) then the next using the standard initiative rules. I understand this is pre-movement but I would think it should follow the same rules for order.
delta_angelfire 13997191

narcolepsypanda wrote:

I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?


This seems like a situation where you would follow initiative order, lowest points placing all theirs first or (if tied) whoever won initiative in the roll off.
Andrew Parks 13997722

narcolepsypanda wrote:

I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?

Insofar as it is tactically significant, it seems that there should be, but I'm not sure that there is. The cards don't provide an answer, and there is no order in place for the planning phase.

This came up in a game recently in which an opponent played two cloaked mines, and then I played cloaked mines. He wanted to pick his up and replace them, but we just went ahead with the game since neither or us was sure about whether or not there's an order to be followed.

Naturally, where I placed my mines was in part due to where he had previously placed his mines, because it's a clue as to what his strategy might be. By the same token, once mine were placed, he wanted to use that information in placing his mines.

...and frankly, if it becomes an issue among the players at the venue, it's easier to smooth feathers if I just say, "Andrew Parks said..."

(After all, the Cloaked Mines are becoming VERY popular, so this is likely going to come up again.)


You would proceed in normal movement order, so use Captain Skill (lowest to highest) and then initiative order if there is a tie.
Gremlin99 13998454
What is the timing of mines for the month 3 OP kit? Is it at the end of all combat on the planet or immediately when you lose a token? If immediately, do mines create the opportunity for your opponent to use other mines?
alepperd 13998516
OP Month 3:

A cloaked ship using its attack to direct ground combat on AR-558 does not flip its token, correct? I assume this to be the case since its worded as "forgoing" its attack, but the ground combat is also worded as an "attack."
H00D4M4N 13998554

alepperd wrote:

OP Month 3:

A cloaked ship using its attack to direct ground combat on AR-558 does not flip its token, correct? I assume this to be the case since its worded as "forgoing" its attack, but the ground combat is also worded as an "attack."


Correct.
Andrew Parks 13998565

Gremlin99 wrote:

What is the timing of mines for the month 3 OP kit? Is it at the end of all combat on the planet or immediately when you lose a token? If immediately, do mines create the opportunity for your opponent to use other mines?


The Subspace Antipersonnel Mines (SAM) trigger right after a Ground Troop attack that results in casualties.

One SAM attack does not trigger another SAM attack.

Andrew
narcolepsypanda 13999011

Andrew Parks wrote:

narcolepsypanda wrote:

I couldn't find a clarification on this: if both players are using cloaked mines during the same planning phase, is there an order in which they should be deployed?

Insofar as it is tactically significant, it seems that there should be, but I'm not sure that there is. The cards don't provide an answer, and there is no order in place for the planning phase.

This came up in a game recently in which an opponent played two cloaked mines, and then I played cloaked mines. He wanted to pick his up and replace them, but we just went ahead with the game since neither or us was sure about whether or not there's an order to be followed.

Naturally, where I placed my mines was in part due to where he had previously placed his mines, because it's a clue as to what his strategy might be. By the same token, once mine were placed, he wanted to use that information in placing his mines.

...and frankly, if it becomes an issue among the players at the venue, it's easier to smooth feathers if I just say, "Andrew Parks said..."

(After all, the Cloaked Mines are becoming VERY popular, so this is likely going to come up again.)


You would proceed in normal movement order, so use Captain Skill (lowest to highest) and then initiative order if there is a tie.


Thanks, Andrew. I figured that it should follow order and initiative for activation phase (if any), but I wanted to be sure.
JustinKase 13999639

Andrew Parks wrote:

XanderF wrote:



Although I guess even that doesn't help - the official rule noting 'still equipped on' is just a headache, really. What if I came into battle, flying a Romulan Valdore-class with generic captain (28 pts) and a 'Klingon Advanced Weapons System' (6 points cost to me)...then that ship survived the battle, but at the end of the battle I'd swapped this out (via reinforcements) for a 2-point 'Polarized Hull Plating'.

Given a literal reading of the tournament rule, the enemy would be scoring that ship as removing only 28 points from their total. The 6-point 'Advanced Weapons System' is not "still equipped on" the ship, so can't be scored. And the 2-point 'Polarized Hull Plating' that IS equipped on the ship is ALSO not counted with it, as it is counted in the 10 points of reinforcements I have (since he didn't destroy all my ships).

That's...weird.


I've included this in my clarification. Essentially, this is one of the downsides of the Reinforcements Sideboard. Your opponent is not penalized for cards that started on your Sideboard or which started in play and ended up on your Sideboard at the end of the match.


1 - Actually it seems more like an upside of the Sideboard. In effect, a player could toss scorable points off a ship that has just maneuvered into a bad position. It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.

2 - If the current ruling stands, then shouldn't something like "Superior Intellect" reduce the value of the ship it takes the Upgrade from and likewise not increase the value of the ship taking it?

3 - How will extra fleet points awarded from the Admiral's Orders work with scoring?

3a - I imagine that Orders that have a cost (like Strike Force) only award those points if the entire fleet is destroyed (like Resources)

3b - With cards that grant 'bonus' SP (like United Force) are those extra points ignored (like the Reinforcements Sideboard) or do those points count on the ships they are assigned to (in effect, meaning the total fleet kill is worth 110 points instead of 100)

Thanks
XanderF 13999677

JustinKase wrote:

It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.


IMHO, that would have been the clearest way to handle that.

You do, after all, write down the value of all your ships, and all the resources you bring, on the fleet sheet at the start of the match.

Soooo...just use that for scoring, flat out. Whatever cards are wherever they are at the end of the game (or - more often - when time is called) doesn't matter. You kill everything except the Enterprise-D, it is listed on the player's sheet as worth 28 points, you get 100 -28 points...regardless of whether or not the enemy player has moved around enough stuff that it actually has 40 points on it at match end.

Score based on the fleet list, period.
Tacullu64 13999708

XanderF wrote:

JustinKase wrote:

It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.


IMHO, that would have been the clearest way to handle that.

You do, after all, write down the value of all your ships, and all the resources you bring, on the fleet sheet at the start of the match.

Soooo...just use that for scoring, flat out. Whatever cards are wherever they are at the end of the game (or - more often - when time is called) doesn't matter. You kill everything except the Enterprise-D, it is listed on the player's sheet as worth 28 points, you get 100 -28 points...regardless of whether or not the enemy player has moved around enough stuff that it actually has 40 points on it at match end.

Score based on the fleet list, period.


With what your saying I think you would score 100-38. You don't score resources unless the whole fleet is wiped out.
JustinKase 13999713
Yes - that didn't take into account the cost of the Sideboard.

But - conversely - a person who had a 40 SP Enterprise-D that swapped out Upgrades/Captains to bring its value down to 28 would only grant an opponent 28 points instead of its original 40 point value.

Having the original ship value from the fleet list be the scoring value makes everything much simpler
Andrew Parks 14001075
Similar to Resources, you would score the SP of the Admiral's Orders if you eliminated the opponent's fleet.

For United Force, the extra 10 points worth of Upgrades should be marked on the Fleet sheet with an asterisk and not counted against the opponent's Fleet at the end of the match. This is similar to the cards that negin on the Reinforcements Sideboard.

Andrew
Andrew Parks 14001135

JustinKase wrote:

Andrew Parks wrote:

XanderF wrote:



Although I guess even that doesn't help - the official rule noting 'still equipped on' is just a headache, really. What if I came into battle, flying a Romulan Valdore-class with generic captain (28 pts) and a 'Klingon Advanced Weapons System' (6 points cost to me)...then that ship survived the battle, but at the end of the battle I'd swapped this out (via reinforcements) for a 2-point 'Polarized Hull Plating'.

Given a literal reading of the tournament rule, the enemy would be scoring that ship as removing only 28 points from their total. The 6-point 'Advanced Weapons System' is not "still equipped on" the ship, so can't be scored. And the 2-point 'Polarized Hull Plating' that IS equipped on the ship is ALSO not counted with it, as it is counted in the 10 points of reinforcements I have (since he didn't destroy all my ships).

That's...weird.


I've included this in my clarification. Essentially, this is one of the downsides of the Reinforcements Sideboard. Your opponent is not penalized for cards that started on your Sideboard or which started in play and ended up on your Sideboard at the end of the match.


1 - Actually it seems more like an upside of the Sideboard. In effect, a player could toss scorable points off a ship that has just maneuvered into a bad position. It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.

Thanks


I'm not sure I understand. Your Fleet Score is equal to the maximum score (usually 100) minus what your opponent had left. So if you pull an Upgrade off a ship, then that Upgrade is still effectively out of play and won't subtract from your opponent's score. Also, remember that the Sideboard doesn't allow you to simply banish a card from a ship at will. You must exchange the card for one that is on the sideboard.

Now if you are able later to re-play an Upgrade from the Sideboard (that was originally in play on a ship) then that would be a nice advantage of the Sideboard and one that is in keeping with the spirit of this Resource (i.e. allowing Upgrades to retreat and return to battle).
H00D4M4N 14001776

XanderF wrote:

JustinKase wrote:

It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.


IMHO, that would have been the clearest way to handle that.

You do, after all, write down the value of all your ships, and all the resources you bring, on the fleet sheet at the start of the match.

Soooo...just use that for scoring, flat out. Whatever cards are wherever they are at the end of the game (or - more often - when time is called) doesn't matter. You kill everything except the Enterprise-D, it is listed on the player's sheet as worth 28 points, you get 100 -28 points...regardless of whether or not the enemy player has moved around enough stuff that it actually has 40 points on it at match end.

Score based on the fleet list, period.


That may work for the sideboard, but it doesn't for away teams. If you beam somebody aboard Deep Space Nine and your opponent destroys the station but the ship that character was originally on survives, the opponent should still score points for destroying that upgrade.

PhatRam32 14002081
Any Chance that Cloaked Mines will be modified because I am finding a growing amount of people (including myself) growing a distaste for them due their overpowering ability. It would be nice if we could at least have the ability to destroy them or allow friendly ship to be vulnerable to damage.
davedujour 14002365

Andrew Parks wrote:

JustinKase wrote:

Andrew Parks wrote:

XanderF wrote:



Although I guess even that doesn't help - the official rule noting 'still equipped on' is just a headache, really. What if I came into battle, flying a Romulan Valdore-class with generic captain (28 pts) and a 'Klingon Advanced Weapons System' (6 points cost to me)...then that ship survived the battle, but at the end of the battle I'd swapped this out (via reinforcements) for a 2-point 'Polarized Hull Plating'.

Given a literal reading of the tournament rule, the enemy would be scoring that ship as removing only 28 points from their total. The 6-point 'Advanced Weapons System' is not "still equipped on" the ship, so can't be scored. And the 2-point 'Polarized Hull Plating' that IS equipped on the ship is ALSO not counted with it, as it is counted in the 10 points of reinforcements I have (since he didn't destroy all my ships).

That's...weird.


I've included this in my clarification. Essentially, this is one of the downsides of the Reinforcements Sideboard. Your opponent is not penalized for cards that started on your Sideboard or which started in play and ended up on your Sideboard at the end of the match.


1 - Actually it seems more like an upside of the Sideboard. In effect, a player could toss scorable points off a ship that has just maneuvered into a bad position. It might make more sense to say that the original cost of the ship is subtracted - so, transferring off that 6 point Advanced Klingon Weapon System would not change the value of the Valdore from 34 to 28.

Thanks


I'm not sure I understand. Your Fleet Score is equal to the maximum score (usually 100) minus what your opponent had left. So if you pull an Upgrade off a ship, then that Upgrade is still effectively out of play and won't subtract from your opponent's score. Also, remember that the Sideboard doesn't allow you to simply banish a card from a ship at will. You must exchange the card for one that is on the sideboard.

Now if you are able later to re-play an Upgrade from the Sideboard (that was originally in play on a ship) then that would be a nice advantage of the Sideboard and one that is in keeping with the spirit of this Resource (i.e. allowing Upgrades to retreat and return to battle).


Let's start with this:

I.R.W. Khazara (Romulan 30)
Jean-Luc Picard (Federation 7)
Plasma Torpedoes (Romulan 5)
Tactical Officer (Romulan 3)
All Forward Disruptor Banks (Romulan 4)
49 points

Romulan D'deridex (Romulan 28)
Donatra (Romulan 4)
Advanced Weapon System (Klingon 6)
Tactical Officer (Romulan 3)
41 points

Resources: Reinforcement Sideboard (10)
-Polarized Hull Plating (Romulan 2)
-other junk that doesn't matter for this example

Total Point Cost: 100

So the 41 pt D'deridex swaps out the 6 pt Klingon AWS for a 2 pt Romulan Polarized Hull Plating. The D'deridex gets destroyed & my opponent gets 37 pts instead of 41 pts. The next turn I put the AWS on my IRW Khazara which didn't have anything in it's Tech Slot. The Khazara started at 49 pts but is now worth 56 pts and doesn't die.

I've just "cheated" my opponent out of 4 points. With the right setup (I threw this example together in less than 5 minutes), it could be very easy to deny 10 or more points from the enemy if I don't lose my entire fleet.

The math would be far, far simpler if a destroyed ship is worth the points it started with, although that would encourage the "start with a bare ship & spend several turns equipping it from the Sideboard" tactic.
JustinKase 14002828
Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.
davedujour 14003068

JustinKase wrote:

Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.


I had started to just rephrase the question but quickly decided that building a full example fleet with actual numbers would be better.

An easy way to "deny" more points would be with Crew like Varel. Start with her on a non-Science Vessel, then swap her out for Bochra (9 point difference, no Aux token) and move Varel to the Apnex later in the game. Or just leave Varel on the Sideboard. Put in the Fed Cloaking Device and a few other options and it could be denying a lot of points.

But I don't like that the counter, using the ships starting value to score, encourages the strategy of taking semi-bare ships and building them up early in the game. It's a dilemma.
alepperd 14005225
Is the Commendation Token Organized Play reward meant to grant one re-roll per ROUND of the tournament, or one reroll total per tournament?
jonnyd76 14005463

alepperd wrote:

Is the Commendation Token Organized Play reward meant to grant one re-roll per ROUND of the tournament, or one reroll total per tournament?


One re-roll total per tournament.
rtsuk 14005487
Of one (1) die.
Andrew Parks 14005598

davedujour wrote:

JustinKase wrote:

Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.


I had started to just rephrase the question but quickly decided that building a full example fleet with actual numbers would be better.

An easy way to "deny" more points would be with Crew like Varel. Start with her on a non-Science Vessel, then swap her out for Bochra (9 point difference, no Aux token) and move Varel to the Apnex later in the game. Or just leave Varel on the Sideboard. Put in the Fed Cloaking Device and a few other options and it could be denying a lot of points.

But I don't like that the counter, using the ships starting value to score, encourages the strategy of taking semi-bare ships and building them up early in the game. It's a dilemma.


Correct, the Sideboard allows you to "rescue" a card, but only if you have the foresight to do so before the ship is destroyed, of course, and only if you also spend an Action to get it onto another ship. I think this is in keeping with the spirit of the Reinforcements Sideboard.
davedujour 14005732

Andrew Parks wrote:

davedujour wrote:

JustinKase wrote:

Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.


I had started to just rephrase the question but quickly decided that building a full example fleet with actual numbers would be better.

An easy way to "deny" more points would be with Crew like Varel. Start with her on a non-Science Vessel, then swap her out for Bochra (9 point difference, no Aux token) and move Varel to the Apnex later in the game. Or just leave Varel on the Sideboard. Put in the Fed Cloaking Device and a few other options and it could be denying a lot of points.

But I don't like that the counter, using the ships starting value to score, encourages the strategy of taking semi-bare ships and building them up early in the game. It's a dilemma.


Correct, the Sideboard allows you to "rescue" a card, but only if you have the foresight to do so before the ship is destroyed, of course, and only if you also spend an Action to get it onto another ship. I think this is in keeping with the spirit of the Reinforcements Sideboard.


Or just leave Varel on the Sideboard. simply denies those points from my opponent. Is that in keeping with the spirit of the Sideboard?

Not that I have a solution to this, but that is what you're saying should be done. Drop/exchange an Upgrade to the Sideboard just before my ship is destroyed.

Followup question: I know the Sideboard starts with a maximum of 1 each Captain/Crew/Talent/Tech/Weapon up to 20 points total. If, through exchanging cards, can the Sideboard ever hold more than 20 points worth of cards?
Andrew Parks 14005822

davedujour wrote:

Andrew Parks wrote:

davedujour wrote:

JustinKase wrote:

Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.


I had started to just rephrase the question but quickly decided that building a full example fleet with actual numbers would be better.

An easy way to "deny" more points would be with Crew like Varel. Start with her on a non-Science Vessel, then swap her out for Bochra (9 point difference, no Aux token) and move Varel to the Apnex later in the game. Or just leave Varel on the Sideboard. Put in the Fed Cloaking Device and a few other options and it could be denying a lot of points.

But I don't like that the counter, using the ships starting value to score, encourages the strategy of taking semi-bare ships and building them up early in the game. It's a dilemma.


Correct, the Sideboard allows you to "rescue" a card, but only if you have the foresight to do so before the ship is destroyed, of course, and only if you also spend an Action to get it onto another ship. I think this is in keeping with the spirit of the Reinforcements Sideboard.


Or just leave Varel on the Sideboard. simply denies those points from my opponent. Is that in keeping with the spirit of the Sideboard?

Not that I have a solution to this, but that is what you're saying should be done. Drop/exchange an Upgrade to the Sideboard just before my ship is destroyed.

Followup question: I know the Sideboard starts with a maximum of 1 each Captain/Crew/Talent/Tech/Weapon up to 20 points total. If, through exchanging cards, can the Sideboard ever hold more than 20 points worth of cards?


If you send Varel to the Sideboard and leave her there, then she will not subtract from your opponent's Fleet Points, which is great for your opponent. It would be the same as if she were killed by an Upgrade. Only if you re-deploy her to another ship will you deny those points to your opponent.

For your question, the number of points on the Sideboard is only checked at the start of the game.
csimian 14005905
IIRC you cannot send an upgrade to the Sideboard. You can only exchange it for another. Is that correct?
davedujour 14006004

Andrew Parks wrote:

davedujour wrote:

Andrew Parks wrote:

davedujour wrote:

JustinKase wrote:

Dave did a much better job at illustrating my question

Yes, it would cost the ship an action to swap out the card - but if death is a forgone conclusion for the ship, a player could use this strategy to deny an opponent points.

and thank you for the answer on using an asterisk for the extra points being used for the Admiral Abilities.


I had started to just rephrase the question but quickly decided that building a full example fleet with actual numbers would be better.

An easy way to "deny" more points would be with Crew like Varel. Start with her on a non-Science Vessel, then swap her out for Bochra (9 point difference, no Aux token) and move Varel to the Apnex later in the game. Or just leave Varel on the Sideboard. Put in the Fed Cloaking Device and a few other options and it could be denying a lot of points.

But I don't like that the counter, using the ships starting value to score, encourages the strategy of taking semi-bare ships and building them up early in the game. It's a dilemma.


Correct, the Sideboard allows you to "rescue" a card, but only if you have the foresight to do so before the ship is destroyed, of course, and only if you also spend an Action to get it onto another ship. I think this is in keeping with the spirit of the Reinforcements Sideboard.


Or just leave Varel on the Sideboard. simply denies those points from my opponent. Is that in keeping with the spirit of the Sideboard?

Not that I have a solution to this, but that is what you're saying should be done. Drop/exchange an Upgrade to the Sideboard just before my ship is destroyed.

Followup question: I know the Sideboard starts with a maximum of 1 each Captain/Crew/Talent/Tech/Weapon up to 20 points total. If, through exchanging cards, can the Sideboard ever hold more than 20 points worth of cards?


If you send Varel to the Sideboard and leave her there, then she will not subtract from your opponent's Fleet Points, which is great for your opponent. It would be the same as if she were killed by an Upgrade. Only if you re-deploy her to another ship will you deny those points to your opponent.

For your question, the number of points on the Sideboard is only checked at the start of the game.


Thanks. Apparently I'm having a challenge with math today.
Reklawyad 14006093
Andrew,

Just wanted to get a little clarification in Barrage of Fire. I looked through the thread searching for this and wasn't able to find the answer.

In the FAQ you say a ship that had participated in a BoF before can't be used again that round, but you said in an example with the Kraxon you say it's okay that it will just have two Aux Power Tokens.

The FAQ says the Primamry Weapon Value PRINTED, so Donatra wouldn't help on the ship assisting, but would Donatra still help the ship that is using BoF not the one assisting?

Thanks.
SteRT 14006330
Back to the sideboard and Victory points, I think this should work:

If you totally destroy your opponents fleet 100 Pts.

If you don't Victory points would be worked out as follows:

(Build cost of Starting Fleet + Value of Cards on Sideboard at Start)

LESS

(Build cost of Surviving Ships + Value of Cards on Sideboard at End)

Cards which are discarded on use are put under the ship that they were on when used in the usual way.

Consider the extremes:

1)

A person placing nothing on his ships and a full 20 points on the sideboard to try get the maximum points possible (they have one generic captain to trade out)and has an initial build of 99 (36, 34 and 29).

Assume they put everything on their ships 15 points on the first, 5 on the second and nothing on the third. (51, 39 and 29).

They win but their opponent destroys the first and third ships. They have 0 points on the sideboard at the end of the game.

Opponent's VP's : (99 + 20) - (39+0) = 80 the cost of the ships destroyed.

2)

A the person that tools up 2 ships but places cheap upgrades on the sideboard to try trade out expensive upgrades just before their ships are destroyed to reduce the points killed.

Assume 2 ships worth 49 and 41 at the start with a sideboard with 8 points on it (a single Generic Captain, Klag, Nuclear Missiles, Polarised Hull Plating, Conditional Surrender).

During the game he trades out the item's on the 49 point ship just before it is destroyed. He removes Khan, Spock, Antimatter Mines Cochrane Maneuver and EM Pulse and replaces them with the cards from the sideboard.

NB: You should only count the face value of cards which started on the sideboard while cards transferred to the sideboard on them should be valued including any cross faction penalties. You should be able to work these out from the original lists.

In this case the ship that started off at 49 is destroyed after the cards have been swapped.

Opponent's VP's: (100+8) - (40+25) = 43 points

Not as high as the original 49 points for the ship (understandable as they have played at least one turn without the full abilities of the more expensive upgrades given up but more than the 32 points spent on the cards that ended up on the destroyed ship.

I think this is the best compromise to minimise abuse of the reinforcement resource in either of the 2 possible ways.

Might be a little complicated for on the day though.


Magentawolf 14006362

Reklawyad wrote:

Andrew,

Just wanted to get a little clarification in Barrage of Fire. I looked through the thread searching for this and wasn't able to find the answer.

In the FAQ you say a ship that had participated in a BoF before can't be used again that round, but you said in an example with the Kraxon you say it's okay that it will just have two Aux Power Tokens.

The FAQ says the Primamry Weapon Value PRINTED, so Donatra wouldn't help on the ship assisting, but would Donatra still help the ship that is using BoF not the one assisting?

Thanks.


Donatra, and any other attack-boosting effects on the ship using the BoF would work normally. The second ship does not count any boosts, only adding the printed value.

The example with the Kraxon was before he changed his mind.
Mordaenor 14006605
The Krayton
ACTION: Disable 1 Active Shield to gain +1 attack. You may re-roll all your blank results once.

Should it have read "re-roll all you blank ATTACK results" or can this ability help defensively?
Andrew Parks 14006718

csimian wrote:

IIRC you cannot send an upgrade to the Sideboard. You can only exchange it for another. Is that correct?


Correct.
Andrew Parks 14006732

Mordaenor wrote:

The Krayton
ACTION: Disable 1 Active Shield to gain +1 attack. You may re-roll all your blank results once.

Should it have read "re-roll all you blank ATTACK results" or can this ability help defensively?


Correct, this is keyed in to your attack.
Reklawyad 14008464
Excellent thanks.
enderqa 14008766
1) Using Command Tokens, can player us the Battlestations token and as a free action place a Battlestations token next to a ship, without the Battlestations action on the ship's action bar? Many non-Federation ships do not have Battlestations as an available action. For example: Could a Vor’Cha class Klingon ship be given a Battlestations token using the Command Tokens?

2) These series of questions deal with mines, either Cloaked Mines or Antimatter Mines. In all cases, assume that the minefield has been deployed by player A. In all cases, the question is: What happens to the deployed mines?

2a) What happens if the ship which has the mine upgrade card is destroyed? What happens to the deployed mines? Are they destroyed?

2b) What happens if the upgrade card is disabled by the opposing player B? What happens to the deployed mines? Are they destroyed?

2c) What happens if the upgrade card is discarded by an action by opposing player B, such as Klingon’s Sabotage Elite Talent? What happens to the deployed mines? Are they destroyed?

2d) What happens if the upgrade card is stolen by an action by opposing player B, specifically using the Superior Intellect Elite Talent. What happens to the deployed mines? And perhaps just as relevant, who now owns the deployed minefield?

Thanks in advance. And my apologies if the first question has already been answered, as I couldn't find it in this thread.
SteRT 14008877
1)Yes a ship without the Battlestations action on it's Action Bar can be given Battlestations by using a command token.

2a) Once deployed the mine tokens remain in play for the rest of the game regardless of whether the ship is destroyed or not.

2b, 2c and 2d - When the mines are deployed the mine upgrade card is discarded and so is no longer on the ship for an opponent to disable/discard/steal. So these situations can't happen.

Hope this helps.
enderqa 14010287

SteRT wrote:

1)Yes a ship without the Battlestations action on it's Action Bar can be given Battlestations by using a command token.

2a) Once deployed the mine tokens remain in play for the rest of the game regardless of whether the ship is destroyed or not.

2b, 2c and 2d - When the mines are deployed the mine upgrade card is discarded and so is no longer on the ship for an opponent to disable/discard/steal. So these situations can't happen.

Hope this helps.


It does. Thank you for the clarification.
Broadstorm 14017730
When using the Antimatter Mines, I understand that the token must be placed at least partially in range 1 so it can extend beyond range 1, but what about arc? If I want to place it very close to the ship, can it extend outside the arc?

For abilities like Miles O'Brien from the starter set that allows you to disable an upgrade at range 1 - 3, does that work through obstacles, in particular if there is a planet as the obstacle?

If you fire Antimatter Mines from the Reliant, does the +1 apply within range 1, but not if it hits something with the part of the token that is at range 2?
H00D4M4N 14018558

Broadstorm wrote:

When using the Antimatter Mines, I understand that the token must be placed at least partially in range 1 so it can extend beyond range 1, but what about arc? If I want to place it very close to the ship, can it extend outside the arc?

For abilities like Miles O'Brien from the starter set that allows you to disable an upgrade at range 1 - 3, does that work through obstacles, in particular if there is a planet as the obstacle?

If you fire Antimatter Mines from the Reliant, does the +1 apply within range 1, but not if it hits something with the part of the token that is at range 2?


For O'Brien, yes.
Andrew Parks 14020038

Broadstorm wrote:

When using the Antimatter Mines, I understand that the token must be placed at least partially in range 1 so it can extend beyond range 1, but what about arc? If I want to place it very close to the ship, can it extend outside the arc?

For abilities like Miles O'Brien from the starter set that allows you to disable an upgrade at range 1 - 3, does that work through obstacles, in particular if there is a planet as the obstacle?

If you fire Antimatter Mines from the Reliant, does the +1 apply within range 1, but not if it hits something with the part of the token that is at range 2?


1. Yes

2. Yes

3. Correct, but only the turn that you drop it on top of someone.
Stoob 14024475
Hi, I want to make sure I'm reading this correctly, please.

A Captain with greater skill moves after but attacks before a Captain with lesser skill.

However, with two Captains being equally skilled, the ship with initiative (as defined on p.18 and p.21) MOVES before *and* ATTACKS before.

Correct? And if so, why the difference?

kemikos 14025712

Stoob wrote:

Hi, I want to make sure I'm reading this correctly, please.

A Captain with greater skill moves after but attacks before a Captain with lesser skill.

However, with two Captains being equally skilled, the ship with initiative (as defined on p.18 and p.21) MOVES before *and* ATTACKS before.

Correct? And if so, why the difference?



Correct. As to why, I can only speculate, but if you consider that moving later and firing earlier are both generally advantageous, they may have not wanted to give both advantages to the same captain in a skill tie situation.
KenObiWanabi 14026491
Is there an official ruling anywhere (the rule book, or this thread?) that explicitly states you cannot proxy cards in organized play events? I don't want to lose another tournament to proxied cloaked mines but I can't find this "rule" written down somewhere.
davedujour 14026860

KenObiWanabi wrote:

Is there an official ruling anywhere (the rule book, or this thread?) that explicitly states you cannot proxy cards in organized play events? I don't want to lose another tournament to proxied cloaked mines but I can't find this "rule" written down somewhere.


The TO allowed the proxied Cloaked Mine card, not the mine tokens themselves? As in, the person didn't bother to buy as many CMs as they equipped on their ships?

Yeah, just don't do business there anymore. If the person isn't willing to shell out the $$ for a bunch of those ships/cards, they shouldn't be able to use them.

The Minefield token, for both Cloaked Mines and Antimatter Mines, are legal print-and-play item. But that's just the token that goes on the board.
alepperd 14027655

KenObiWanabi wrote:

Is there an official ruling anywhere (the rule book, or this thread?) that explicitly states you cannot proxy cards in organized play events? I don't want to lose another tournament to proxied cloaked mines but I can't find this "rule" written down somewhere.


My understanding is that OP organizers have pretty broad latitude in enforcing how the game is played at their venue in practice.

That said, I enforce a "no proxies" rule, and stick pretty much to according-to-hoyle rules as written. And I think it's a pretty sensible thing to do. I'd let your TO know about it.

As Dave correctly points out, however, proxied cloak mine TOKENS are explicitly allowed, since they for whatever reason neglected to include the required token to play the mines in the expansion. But yeah I think if you want to cheese cloaked mines you should be made to pay the 15 bucks a pop to do it.
H00D4M4N 14028211
I don't recall any official events/tournaments that specifically allow proxies of their products. It defeats the purpose of players purchasing the game to play if you could just print out the cards yourself and use them.
Stoob 14029092
There is no proxy rule, but I enforce the following rules at my venue:

1. no proxied cards or manuver dials

2. the official print and play token for mines is (of course) allowed provided you also have the upgrade cards

3. ships may be proxied or modified for aesthetic purposes (e.g. people paint their ships, substitute the MicroMachines Enterprise for the "Mini"prise, etc) so long as the modified ship is recognizable as the faction/model in question and on the STAW base
paulsk 14029332

Andrew Parks wrote:



If you send Varel to the Sideboard and leave her there, then she will not subtract from your opponent's Fleet Points, which is great for your opponent. It would be the same as if she were killed by an Upgrade.


So if a crew card is discarded during play, it not longer counts toward the "SP left in your opponent's surviving fleet." If so, that is itself worth highlighting because I had not considered that. The few people I've ever played with have always approached scoring in terms of the original roster value of ships that were not destroyed (regardless of what crew cards are still in play on those intact ships).

Does this mean that discard cards like Cloaks Mines effectively give Fleet points to the opponent because they were used during the game? If at the end of a 100 point game, all I have left is the R.I.S. Apnex (14) that started with a Cloaked Mine but deployed it, does my opponents receive 83 Fleet points (100-17) or 86 Fleet points (100-14)?


Nevermind, I understand now. This is answered in the Surviving Fleet scoring rules that I did not understand when I first read them and hadn't gone back to review.

Magentawolf 14029375

paulsk wrote:

Andrew Parks wrote:



If you send Varel to the Sideboard and leave her there, then she will not subtract from your opponent's Fleet Points, which is great for your opponent. It would be the same as if she were killed by an Upgrade.


So if a crew card is discarded during play, it not longer counts toward the "SP left in your opponent's surviving fleet." If so, that is itself worth highlighting because I had not considered that. The few people I've ever played with have always approached scoring in terms of the original roster value of ships that were not destroyed (regardless of what crew cards are still in play on those intact ships).

Does this mean that discard cards like Cloaks Mines effectively give Fleet points to the opponent because they were used during the game? If at the end of a 100 point game, all I have left is the R.I.S. Apnex (14) that started with a Cloaked Mine but deployed it, does my opponents receive 83 Fleet points (100-17) or 86 Fleet points (100-14)?


Upgrades that are discarded via' their own text count as 'surviving' as long as the ship itself survives.

Any upgrades that are discarded by an opponent no longer count as surviving.

I'm not 100% certain on the interaction with Conditional Surrender; the discard is part of the ability, but it affects other cards.
Kengi 14029467

Stoob wrote:

There is no proxy rule, but I enforce the following rules at my venue:

1. no proxied cards or manuver dials

2. the official print and play token for mines is (of course) allowed provided you also have the upgrade cards

3. ships may be proxied or modified for aesthetic purposes (e.g. people paint their ships, substitute the MicroMachines Enterprise for the "Mini"prise, etc) so long as the modified ship is recognizable as the faction/model in question and on the STAW base


Basically my thinking for the events I run. Heck, use other physical ships if it helps keep things clear, as long as both players are okay with it.

One of the things folks have been doing is using different heights to designate movement order for their own ships. Pretty smart and works well, and helps make sure not all ships are at the same height.
KenObiWanabi 14029551

davedujour wrote:

KenObiWanabi wrote:

Is there an official ruling anywhere (the rule book, or this thread?) that explicitly states you cannot proxy cards in organized play events? I don't want to lose another tournament to proxied cloaked mines but I can't find this "rule" written down somewhere.


The TO allowed the proxied Cloaked Mine card, not the mine tokens themselves? As in, the person didn't bother to buy as many CMs as they equipped on their ships?

Yeah, just don't do business there anymore. If the person isn't willing to shell out the $$ for a bunch of those ships/cards, they shouldn't be able to use them.

The Minefield token, for both Cloaked Mines and Antimatter Mines, are legal print-and-play item. But that's just the token that goes on the board.


Yeah, he had 1 card but played 2 mines (proxying the 2nd card). I didn't say anything to the TO at he time since the player was brand new and I didn't know for sure there was an actual rule against it since I know the TO has so much latitude. I did ask the TO after the event if it was allowed and he said no.

Thanks for the replies- I think this would be nice to have as a codified official rule though. Maybe it should be spelled out in the TO instructions sheet?
Kengi 14029571

KenObiWanabi wrote:

davedujour wrote:

KenObiWanabi wrote:

Is there an official ruling anywhere (the rule book, or this thread?) that explicitly states you cannot proxy cards in organized play events? I don't want to lose another tournament to proxied cloaked mines but I can't find this "rule" written down somewhere.


The TO allowed the proxied Cloaked Mine card, not the mine tokens themselves? As in, the person didn't bother to buy as many CMs as they equipped on their ships?

Yeah, just don't do business there anymore. If the person isn't willing to shell out the $$ for a bunch of those ships/cards, they shouldn't be able to use them.

The Minefield token, for both Cloaked Mines and Antimatter Mines, are legal print-and-play item. But that's just the token that goes on the board.


Yeah, he had 1 card but played 2 mines (proxying the 2nd card). I didn't say anything to the TO at he time since the player was brand new and I didn't know for sure there was an actual rule against it since I know the TO has so much latitude. I did ask the TO after the event if it was allowed and he said no.

Thanks for the replies- I think this would be nice to have as a codified official rule though. Maybe it should be spelled out in the TO instructions sheet?


For most things, it's up to the TO's discretion. Do you require only one faction of ship in a player's fleet? Does their allegiance play into that? What do you require players to do for entry?
csimian 14034301
For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?
H00D4M4N 14034699

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.
Andrew Parks 14034984

H00D4M4N wrote:

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.


Correct, similar to OP 3, this applies at the end of every battle and can help resolve ties.
Mr S Baldrick 14037615
Hi Andrew,
My question is on INVASION PLANS:

"When you initiate an attack against a ship at range 2-3 while you are cloaked, you may discard this card to force that ship to roll 2 less defense dice against your attack."

Do I have to declare that I am using this before I roll my attack dice, or can I declare it after my roll but before the defender's roll?

Thanks
Broadstorm 14037717

H00D4M4N wrote:

I don't recall any official events/tournaments that specifically allow proxies of their products. It defeats the purpose of players purchasing the game to play if you could just print out the cards yourself and use them.


I realize that the purpose of a business is to generate revenue, but there are ways of doing so without running off players who have smaller budgets.

I like this game, but I prefer games that have the build costs as part of the game itself, rather than discriminating against people for not having a large budget that allows them to play competitively. This game also has the problem of trying to balance supply and demand because players are buying multiple copies for specific cards, and others can't find some of the supplements. There are supplements that have been out of stock on multiple sites for months. I have had to borrow a D'Deridex from another player just to be able to build a force because I do not see fit to throw down another $40 on another starter set just to field 2 copies of the same class unit.

Players should not need to pay an extra $15 for 1 or 2 cards. Look at the Praetus expansion for example. Only the unique can be cloaked, so the generic is unlikely to be of much use, but if you want the Polarized Hull Plating for your 2 D'Deridex ships, then that is an extra $15 for a card.

There are ways of placing Clix miniatures on those bases, indicating that specific upgrades are on multiple ships without the the company milking it out of players, and using a system other than the dials for movement planning which will be done for large scale play.

I have a game I used to play a lot. It had counter sheets and construction rules. You didn't need to buy X copies of the supplement to have X units in the game. You buy just 1 copy of the supplement to have the rules & the sheets, but build your force according to in-game economics.
jonnyd76 14037996

Broadstorm wrote:

H00D4M4N wrote:

I don't recall any official events/tournaments that specifically allow proxies of their products. It defeats the purpose of players purchasing the game to play if you could just print out the cards yourself and use them.


I realize that the purpose of a business is to generate revenue, but there are ways of doing so without running off players who have smaller budgets.

I like this game, but I prefer games that have the build costs as part of the game itself, rather than discriminating against people for not having a large budget that allows them to play competitively. This game also has the problem of trying to balance supply and demand because players are buying multiple copies for specific cards, and others can't find some of the supplements. There are supplements that have been out of stock on multiple sites for months. I have had to borrow a D'Deridex from another player just to be able to build a force because I do not see fit to throw down another $40 on another starter set just to field 2 copies of the same class unit.

Players should not need to pay an extra $15 for 1 or 2 cards. Look at the Praetus expansion for example. Only the unique can be cloaked, so the generic is unlikely to be of much use, but if you want the Polarized Hull Plating for your 2 D'Deridex ships, then that is an extra $15 for a card.

There are ways of placing Clix miniatures on those bases, indicating that specific upgrades are on multiple ships without the the company milking it out of players, and using a system other than the dials for movement planning which will be done for large scale play.

I have a game I used to play a lot. It had counter sheets and construction rules. You didn't need to buy X copies of the supplement to have X units in the game. You buy just 1 copy of the supplement to have the rules & the sheets, but build your force according to in-game economics.


This thread isn't really the place for this, as a rules standpoint there has always been a "no proxies" rule in MTG. I see no reason why it shouldn't also exist here for a competitive environment. There is nothing stopping you from printing and using HeroClix models for casual play. And as has also been posted its up to the Tournament Organizer about what is "legal" for your store's OP. I would recommend getting with them on the issue.
H00D4M4N 14038562

Broadstorm wrote:

H00D4M4N wrote:

I don't recall any official events/tournaments that specifically allow proxies of their products. It defeats the purpose of players purchasing the game to play if you could just print out the cards yourself and use them.


I realize that the purpose of a business is to generate revenue, but there are ways of doing so without running off players who have smaller budgets.

I like this game, but I prefer games that have the build costs as part of the game itself, rather than discriminating against people for not having a large budget that allows them to play competitively. This game also has the problem of trying to balance supply and demand because players are buying multiple copies for specific cards, and others can't find some of the supplements. There are supplements that have been out of stock on multiple sites for months. I have had to borrow a D'Deridex from another player just to be able to build a force because I do not see fit to throw down another $40 on another starter set just to field 2 copies of the same class unit.

Players should not need to pay an extra $15 for 1 or 2 cards. Look at the Praetus expansion for example. Only the unique can be cloaked, so the generic is unlikely to be of much use, but if you want the Polarized Hull Plating for your 2 D'Deridex ships, then that is an extra $15 for a card.

There are ways of placing Clix miniatures on those bases, indicating that specific upgrades are on multiple ships without the the company milking it out of players, and using a system other than the dials for movement planning which will be done for large scale play.

I have a game I used to play a lot. It had counter sheets and construction rules. You didn't need to buy X copies of the supplement to have X units in the game. You buy just 1 copy of the supplement to have the rules & the sheets, but build your force according to in-game economics.


If you were playing Magic (or pretty well ANY CCG) and you really want to play 4 of a specific $15 card, you would require 4 of said card for tournament play. This should be no different.
Andrew Parks 14039185

Mr S Baldrick wrote:

Hi Andrew,
My question is on INVASION PLANS:

"When you initiate an attack against a ship at range 2-3 while you are cloaked, you may discard this card to force that ship to roll 2 less defense dice against your attack."

Do I have to declare that I am using this before I roll my attack dice, or can I declare it after my roll but before the defender's roll?

Thanks


Since it says "when you initiate an attack," you must use this ability before you roll the attack dice.

Andrew
Ccr0224 14039259

H00D4M4N wrote:

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.


The only problem I have with this is that it makes it better to have no mission tokens than to just have one. If I don't score any and I stop my opponent from gaining any more than one then I will end up with double the additional fleet points that he will. Doesn't seem quite right.
davedujour 14039575

Ccr0224 wrote:

H00D4M4N wrote:

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.


The only problem I have with this is that it makes it better to have no mission tokens than to just have one. If I don't score any and I stop my opponent from gaining any more than one then I will end up with double the additional fleet points that he will. Doesn't seem quite right.


Yes, that's what it means, but with 2-3 ships it shouldn't be too difficult to get >2 mission tokens if you decide to attack SFHQ.
eldurand 14039985

Ccr0224 wrote:

H00D4M4N wrote:

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.


The only problem I have with this is that it makes it better to have no mission tokens than to just have one. If I don't score any and I stop my opponent from gaining any more than one then I will end up with double the additional fleet points that he will. Doesn't seem quite right.


Stopping your opponent from gaining more than one means you did a better job defending SFHQ than he did attacking it, whether by keeping pressure on him and not allowing him the luxury of attacking SFHQ rather than your ships, or by destroying his ships before he could attack, etc. I see no issues with this.
H00D4M4N 14040556

Ccr0224 wrote:

H00D4M4N wrote:

csimian wrote:

For OP4..

When time is called and both players have ships on the board, do the points from the Starfleet HQ mission tokens contribute to your Fleet Points when determining the winner?


At the end of the battle, a player receives +5 fleet points for every Mission Token beside his ship cards and an additional +5 if they have the headquarters beside his ships. If a player has no Missions Tokens or headquarters, that player receives an additional +10 fleet points.


The only problem I have with this is that it makes it better to have no mission tokens than to just have one. If I don't score any and I stop my opponent from gaining any more than one then I will end up with double the additional fleet points that he will. Doesn't seem quite right.


I don't see a problem. If you're going after the missions/headquarters, then just make sure you get multiples. Otherwise, don't go for any at all. The decision is yours.
csimian 14045072
Question on the GenCon Khan Singh...

...If any Captain in play has a higher Skill Number than Khan, Khan's Skill Number equals that Captain's Skill Number.


When setting up your ships and your opponent has a Captain with a Skill level of 9, does Khan set his ship on the 9 as well or on the 6(as his card lists him as)?

I ask this because the opposing captain may not be "in play" yet.
Chance Gardener 14045302

Stoob wrote:

There is no proxy rule, but I enforce the following rules at my venue:

1. no proxied cards or manuver dials

2. the official print and play token for mines is (of course) allowed provided you also have the upgrade cards

3. ships may be proxied or modified for aesthetic purposes (e.g. people paint their ships, substitute the MicroMachines Enterprise for the "Mini"prise, etc) so long as the modified ship is recognizable as the faction/model in question and on the STAW base


This should be the standard TO rule set regarding proxies for OP events.
Simple and elegant.

That is UTTERLY ridiculous that TO allowed a proxied Cloaked Mine card without a ship card to match it. 1 cloaked mine? You should have 1 Praetus card. 2 cloaked mines? You should have 2 Praetus cards.

Regardless, you should ALSO have the same cloaked mine cards.
No proxies at OP events should be an automatic no brain required to consider rule.
Andrew Parks 14045688

csimian wrote:

Question on the GenCon Khan Singh...

...If any Captain in play has a higher Skill Number than Khan, Khan's Skill Number equals that Captain's Skill Number.


When setting up your ships and your opponent has a Captain with a Skill level of 9, does Khan set his ship on the 9 as well or on the 6(as his card lists him as)?

I ask this because the opposing captain may not be "in play" yet.


Khan would set up on the 6. The other Captain is not yet in play.
csimian 14048898
Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".
Andrew Parks 14051879

csimian wrote:

Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".


No, the player must specifically perform a Scan Action. The good news is that the Romulan pilot's ability can be used the same turn that you perform the Scan Action, thereby subtracting a total of 2 from the enemy's defense dice and allowing 2 Scan-oriented Upgrades to trigger on the same ship (e.g. Spock, Breen Aide).
BeastRabban 14052151

Andrew Parks wrote:

csimian wrote:

Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".


No, the player must specifically perform a Scan Action. The good news is that the Romulan pilot's ability can be used the same turn that you perform the Scan Action, thereby subtracting a total of 2 from the enemy's defense dice and allowing 2 Scan-oriented Upgrades to trigger on the same ship (e.g. Spock, Breen Aide).


The free scan action from the command token resource would work.
BeastRabban 14052230
I have a question regards the new Elite Talent Card Massacre.

http://wizkidsgames.com/wp-content/uploads/2013/11/Elite_Mas...

"If your ship inflicts a [Crit] against an enemies hull, discard this card to inflict 1 additional damage."

1. If I have this talent on a ship captain who's ship supports the Barrage of Fire attack i.e. his ships attack value is added to the Barrage of Fire ship. Is his ship considered to have inflicted any criticals that hit a target ship?

My thought is that since he is considered to have attacked and so would lose his cloak etc he therefore should be considered to have inflicted any [Crits] along with the firing ship.

2. If both ships are considered to have inflicted the [Crit] can I discard a copy of Massacre from each Captain to do cumulatively two extra damage?

3. Could Kirk discard two copies of Massacre to do two extra damage for one [Crit]?

Thanks in advance for the good work Andrew.
csimian 14052272

BeastRabban wrote:

I have a question regards the new Elite Talent Card Massacre.

http://wizkidsgames.com/wp-content/uploads/2013/11/Elite_Mas...

"If your ship inflicts a [Crit] against an enemies hull, discard this card to inflict 1 additional damage."

1. If I have this talent on a ship captain who's ship supports the Barrage of Fire attack i.e. his ships attack value is added to the Barrage of Fire ship. Is his ship considered to have inflicted any criticals that hit a target ship?

My thought is that since he is considered to have attacked and so would lose his cloak etc he therefore should be considered to have inflicted any [Crits] along with the firing ship.

2. If both ships are considered to have inflicted the [Crit] can I discard a copy of Massacre from each Captain to do cumulatively two extra damage?

3. Could Kirk discard two copies of Massacre to do two extra damage for one [Crit]?

Thanks in advance for the good work Andrew.


Massacre is unique, so no for 2 & 3.
BeastRabban 14052485

csimian wrote:

BeastRabban wrote:

I have a question regards the new Elite Talent Card Massacre.

http://wizkidsgames.com/wp-content/uploads/2013/11/Elite_Mas...

"If your ship inflicts a [Crit] against an enemies hull, discard this card to inflict 1 additional damage."

1. If I have this talent on a ship captain who's ship supports the Barrage of Fire attack i.e. his ships attack value is added to the Barrage of Fire ship. Is his ship considered to have inflicted any criticals that hit a target ship?

My thought is that since he is considered to have attacked and so would lose his cloak etc he therefore should be considered to have inflicted any [Crits] along with the firing ship.

2. If both ships are considered to have inflicted the [Crit] can I discard a copy of Massacre from each Captain to do cumulatively two extra damage?

3. Could Kirk discard two copies of Massacre to do two extra damage for one [Crit]?

Thanks in advance for the good work Andrew.


Massacre is unique, so no for 2 & 3.


LOL thanks good pick up. I should pay more attention. I am still interested to see what the answer to 1. is.
Andrew Parks 14053709

csimian wrote:

BeastRabban wrote:

I have a question regards the new Elite Talent Card Massacre.

http://wizkidsgames.com/wp-content/uploads/2013/11/Elite_Mas...

"If your ship inflicts a [Crit] against an enemies hull, discard this card to inflict 1 additional damage."

1. If I have this talent on a ship captain who's ship supports the Barrage of Fire attack i.e. his ships attack value is added to the Barrage of Fire ship. Is his ship considered to have inflicted any criticals that hit a target ship?

My thought is that since he is considered to have attacked and so would lose his cloak etc he therefore should be considered to have inflicted any [Crits] along with the firing ship.

2. If both ships are considered to have inflicted the [Crit] can I discard a copy of Massacre from each Captain to do cumulatively two extra damage?

3. Could Kirk discard two copies of Massacre to do two extra damage for one [Crit]?

Thanks in advance for the good work Andrew.


Massacre is unique, so no for 2 & 3.


The answer is "no" for #1 as well.
Broadstorm 14054003
Is there a particular order in which effects are added or subtracted? If I use something that causes a ship to roll 2 less defense dice for a turn, but the ship starts off with an evasion of 1, does the card still get to reduce it by 2 if the target is at range 3?
Andrew Parks 14054719

Broadstorm wrote:

If I use something that causes a ship to roll 2 less defense dice for a turn, but the ship starts off with an Agility of 1, does the card still get to reduce it by 2 if the target is at range 3?


Yes
mugato 14055027
If you get an additional action from something like Picard or Martok (Negh'var), can I perform an action twice? For example, Gowron as a normal action and again from Martok's extra action when Martok moves closer to Gowron. Or, evade as a normal and 2nd evade from Picard or Martok.
Magentawolf 14055091

mugato wrote:

If you get an additional action from something like Picard or Martok (Negh'var), can I perform an action twice? For example, Gowron as a normal action and again from Martok's extra action when Martok moves closer to Gowron. Or, evade as a normal and 2nd evade from Picard or Martok.


No. You can not take the same action twice.
narcolepsypanda 14061526

Broadstorm wrote:

Is there a particular order in which effects are added or subtracted? If I use something that causes a ship to roll 2 less defense dice for a turn, but the ship starts off with an evasion of 1, does the card still get to reduce it by 2 if the target is at range 3?


I assume that you're asking about the Long Range Tachyon Scan versus a ship with Agility 1 that is at Range 3 for the ship attacking it.

The effects are all applied simultaneously, as they all modify the number of defense dice and will be applied when you get to that step of combat. So, when the defending ship goes to take their defense dice, they start at 1, and would add 1 for range, and subtract 2 for the Long Range Tachyon Scan. Or they could do it in any other order.

In the end, the defending ship has 0 defense dice, in this situation.
Skyguard 14061567

narcolepsypanda wrote:


If it comes down to faction, with regard to initiative, the faction in question is the faction of the captains, not the ships themselves. Correct?


Incorrect, it's the ship's faction that sets initiative for tied captains with equal pointed fleet builds. See page 18 of the rule book under the Initiative sub-title
mugato 14063187

Magentawolf wrote:


No. You can not take the same action twice.


Thanks, I found it now in the rules. I was looking in the rulebook at the start of the action section, not the end.
keokiyoung 14063890
Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!
H00D4M4N 14065154

keokiyoung wrote:

Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!


The Attack on Earth is month 4. I think they spread it across December/January because of the holiday season.
mourz 14065413
Sorry, another Barrage of Fire question

How does Barrage of Fire work in work in conjunction with re-rolling cards, battle stations, scans, etc.?

Example 1: Ship A (IKS CH'TANG) has barrage of Fire and and fires while cloaked with Ship B. This allows the CH'Tang to re-roll any number of your attack dice? Is this just Ship A's dice, both sets of dice or none of the dice?

Example 1B: Same example, but ship B is the cloaked ship with the re-roll feature?

Example 2: Ship A has barrage of fire and a battle stations (using defense condition 1) token next to it. Ship B does not have a battle station next to it. Do you get to change all of the battle station rolls to hits, just those from ship A, or none?

Many more example of this are possible and could be key in developing my strategy. Please help determine proper rules. I want to play fairly!

Thanks,
Mourz
Andrew Parks 14065804

mourz wrote:

Sorry, another Barrage of Fire question

How does Barrage of Fire work in work in conjunction with re-rolling cards, battle stations, scans, etc.?

Example 1: Ship A (IKS CH'TANG) has barrage of Fire and and fires while cloaked with Ship B. This allows the CH'Tang to re-roll any number of your attack dice? Is this just Ship A's dice, both sets of dice or none of the dice?

Example 1B: Same example, but ship B is the cloaked ship with the re-roll feature?

Example 2: Ship A has barrage of fire and a battle stations (using defense condition 1) token next to it. Ship B does not have a battle station next to it. Do you get to change all of the battle station rolls to hits, just those from ship A, or none?

Many more example of this are possible and could be key in developing my strategy. Please help determine proper rules. I want to play fairly!

Thanks,
Mourz


Jay, it is Ship A that is making the attack, not Ship B. So Ship A gets to use its abilities and tokens; Ship B does not.

Ship B does have to flip its Cloak Token, however, since it is technically considered to have "fired" as part of the BoF.

Andrew
XanderF 14067454
Question came up in a match, tonight.

The Stasis Field Generator reads:

"If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining ships and cannot attack this round. Your ship rolls 2 less attack dice this round."

A person had placed this upgrade on the IRW Praetus...which has no shields to disable.

The best interpretation we could figure on that was the cloaking rules, which used identical wording:

"When performing a Cloak action, disable all the ship's remaining shields by flipping them over to their red side (see "Disabling Shields" on page 19) and place a [cloak] token on the ship with its green side up."

And, of course, we know you have to have SOME shields in order to cloak - if you have no shields, then you have no shields 'to disable' and cannot cloak.

Given similarity of wording ("disable all the ship's remaining shields"), it was ruled that the projected stasis field could not be operated by a ship that did not have any shields.

Was this a correct ruling?
Andrew Parks 14067899

XanderF wrote:

Question came up in a match, tonight.

The Stasis Field Generator reads:

"If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining ships and cannot attack this round. Your ship rolls 2 less attack dice this round."

A person had placed this upgrade on the IRW Praetus...which has no shields to disable.

The best interpretation we could figure on that was the cloaking rules, which used identical wording:

"When performing a Cloak action, disable all the ship's remaining shields by flipping them over to their red side (see "Disabling Shields" on page 19) and place a [cloak] token on the ship with its green side up."

And, of course, we know you have to have SOME shields in order to cloak - if you have no shields, then you have no shields 'to disable' and cannot cloak.

Given similarity of wording ("disable all the ship's remaining shields"), it was ruled that the projected stasis field could not be operated by a ship that did not have any shields.

Was this a correct ruling?


No. As per the rulebook, if a card requires you to disable all "remaining shields," you do not have to have any.

The Cloak rule is specified in the rulebook as the exception to this rule, as it has an additional requirement that you must have at least 1 Active Shield in order to perform the Cloak Action.

Andrew
XanderF 14071761

Andrew Parks wrote:

XanderF wrote:

Question came up in a match, tonight.

The Stasis Field Generator reads:

"If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining ships and cannot attack this round. Your ship rolls 2 less attack dice this round."

A person had placed this upgrade on the IRW Praetus...which has no shields to disable.

The best interpretation we could figure on that was the cloaking rules, which used identical wording:

"When performing a Cloak action, disable all the ship's remaining shields by flipping them over to their red side (see "Disabling Shields" on page 19) and place a [cloak] token on the ship with its green side up."

And, of course, we know you have to have SOME shields in order to cloak - if you have no shields, then you have no shields 'to disable' and cannot cloak.

Given similarity of wording ("disable all the ship's remaining shields"), it was ruled that the projected stasis field could not be operated by a ship that did not have any shields.

Was this a correct ruling?


No. As per the rulebook, if a card requires you to disable all "remaining shields," you do not have to have any.

The Cloak rule is specified in the rulebook as the exception to this rule, as it has an additional requirement that you must have at least 1 Active Shield in order to perform the Cloak Action.

Andrew


What if a card requires you to disable a specific number of shields?

IE., Scotty:

"Disable 2 of your shields to gain +2 attack dice this round"

...on a ship that has no shields, like the IRW Praetus? Or a ship that DID have shields, but they've been lost?
kemikos 14071855

XanderF wrote:

Andrew Parks wrote:

XanderF wrote:

Question came up in a match, tonight.

The Stasis Field Generator reads:

"If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining ships and cannot attack this round. Your ship rolls 2 less attack dice this round."

A person had placed this upgrade on the IRW Praetus...which has no shields to disable.

The best interpretation we could figure on that was the cloaking rules, which used identical wording:

"When performing a Cloak action, disable all the ship's remaining shields by flipping them over to their red side (see "Disabling Shields" on page 19) and place a [cloak] token on the ship with its green side up."

And, of course, we know you have to have SOME shields in order to cloak - if you have no shields, then you have no shields 'to disable' and cannot cloak.

Given similarity of wording ("disable all the ship's remaining shields"), it was ruled that the projected stasis field could not be operated by a ship that did not have any shields.

Was this a correct ruling?


No. As per the rulebook, if a card requires you to disable all "remaining shields," you do not have to have any.

The Cloak rule is specified in the rulebook as the exception to this rule, as it has an additional requirement that you must have at least 1 Active Shield in order to perform the Cloak Action.

Andrew


What if a card requires you to disable a specific number of shields?

IE., Scotty:

"Disable 2 of your shields to gain +2 attack dice this round"

...on a ship that has no shields, like the IRW Praetus? Or a ship that DID have shields, but they've been lost?


Can't do it. If a specific shield requirement is given, you must be able to disable that many shields to use the effect.

I think of the difference as follows: Scotty requires you to "spend" 2 active shields to gain the attack dice - it's a cost of using the ability. If you don't have 2 active shields available, Scotty can't re-route their power to the weapons, or whatever. Abilities like the Stasis Field simply want all of your shields to be down at the end of the effect, hence "all remaining shields". It's confusing that they used the same "all remaining" wording for cloak, but as Andrew said, it has a specifically listed additional requirement in the rulebook.
fastback64 14072167
Scotty can repair shields. So after he repairs 2, then use the attack dice power. But that's like three rounds of actions.
Stoob 14072246
Hi Andrew thank you for being so responsive to these questions. We now have 48 pages of Q+A, many of the answers are not specifically addressed on the homepage. Does anyone know if we can:

1. view this thread all 48 pages at once?

2. move the FAQ to the WKids site or another site instead?

3. search this thread specifically (closest I can get is searching the Rules forum)

4. separate the OP event questions into a separate section (or FAQ) away from general rules questions?
XanderF 14072299

fastback64 wrote:

Scotty can repair shields. So after he repairs 2, then use the attack dice power. But that's like three rounds of actions.


...but he knows you don't have three rounds, so he'll do it for ya in one. cool

No? Scotty?? Where'd ya go?
Mordaenor 14072357

XanderF wrote:

fastback64 wrote:

Scotty can repair shields. So after he repairs 2, then use the attack dice power. But that's like three rounds of actions.


...but he knows you don't have three rounds, so he'll do it for ya in one. cool

No? Scotty?? Where'd ya go?


Actually, it would normally take him twelve rounds.
Reklawyad 14072361
Month 3 OP3,

Earlier in the FAQ I thought I saw that if a cloaked ship were to forgo its attack to let the ground troops fire, it wouldn't decloack, now I don't see that entry any longer but it's in the thread.

Was that changed or am I just seeing things?

keokiyoung 14072398

H00D4M4N wrote:

keokiyoung wrote:

Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!


The Attack on Earth is month 4. I think they spread it across December/January because of the holiday season.


Makes sense, but then do we run Month Four in December and Month Five in January, as stated in the instruction sheets? Or do we run Month Five in February as stated in the announcement?
stevecorby 14072926

Stoob wrote:

Hi Andrew thank you for being so responsive to these questions. We now have 48 pages of Q+A, many of the answers are not specifically addressed on the homepage. Does anyone know if we can:

1. view this thread all 48 pages at once?

2. move the FAQ to the WKids site or another site instead?

3. search this thread specifically (closest I can get is searching the Rules forum)

4. separate the OP event questions into a separate section (or FAQ) away from general rules questions?


1. This has been answered over and over. Do some reading.

2. Why would we want that? The game designer put the FAQ here, and I'm betting it is for a good reason. Why move it to a less useful or user-friendly site?

3. Once you find the answer to #1, you will also find this answer. They go hand in hand.

4. Why. The specific questions are in their own section and answered. This thread is fine just like it is.
MattHawke 14073061

Stoob wrote:

1. view this thread all 48 pages at once?
3. search this thread specifically (closest I can get is searching the Rules forum)


At the top of the page underneath "Subject: ST: AW Preliminary FAQ " click on Printer Friendly and it should bring up the whole thing. Ctrl+F to search it. Cheers!
Stoob 14073210
Corby, your tone is not helpful nor are your answers accurate.

1. The printer friendly link shows posts up until Nov 8 but not beyond that date. Therefore not all posts are available by this method

2. Did I suggest a move to a less "useful" or "user friendly" site? No I didn't.

3. Searching only works on posts that appear

4. That's ok, but not everyone is playing the OP events. Just a suggestion.
davedujour 14073376

stevecorby wrote:

Stoob wrote:


2. move the FAQ to the WKids site or another site instead?

2. Why would we want that? The game designer put the FAQ here, and I'm betting it is for a good reason. Why move it to a less useful or user-friendly site?


Having this FAQ on the WizKids site would get it out of "Preliminary" status and make it "official". I've had TOs say they don't know about the FAQ because it's here and not on the publishers website. I'm not printing out Andrew's first post in this thread (now 7 pages long!) before every event and giving a copy to the TO. This happened after a TO originally ruled the OWPs weren't ships & Cloaked Mines could be dropped within range 2. Several people said "That's not what the FAQ says!" He only changed for round 2 after consulting with the 2 players using Cloaked Mines.

Also, if you think BGG is "user-friendly" you've got really low standards. I love BGG, been here for many, many years, but it can be horribly difficult to find things until you get used to how the site works. Go find one of the "Rate Attack Wing" threads and see how many people can't figure out how to give a game a rating. There's some serious UI issues here.
Stoob 14073509
Sorry if this is a pain, but I'd like to please revisit this Romulan Pilot and clarify that a Romulan Pilot should be able to take a free action 'after you move' a red maneuver this turn.

Reasoning:

1. We've established in other posts that during the 6 steps of activation "after you move" is after step 3. (e.g. 'after you move' with Martok vs. Picard 'as a free action').

2. Therefore the Romulan pilot's 'after you move' ability happens after step 3 and before step 4 - Check for Power Strain.

3. After step 3 but before step 4, no Auxiliary Power token yet exists from a Red Maneuver this turn. If this is incorrect, please stop reading now and show me where is this FAQ'd or in the rules.

3. So therefore you can take a free action if you have no Auxiliary Power 'after you move'. In the Pilot's case, this places a Scan token and immediately we re-execute steps 1-3.

4. Once both moves are done, we then proceed to step 4, where the phrase "just executed" is murky for me. Both a red and then a green were "just executed", but the Red Maneuver text is listed first in the paragraph. Therefore I'd reason an Auxiliary Power token is first placed and then immediately removed - all in step 4.

Proceed to step 5 and 6, and the ship may take an action.

Is this correct? Thank you so much for your patience and dedication to this game. We love it!

Andrew Parks wrote:

Magentawolf wrote:

tb55555 wrote:

Romulan pilot: after you move you may discard this card to place a [scan] token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.

Now that I read it it sounds like I need to be able to do a free action which I couldn't if I had an auxiliary token, right?


Yep. Looks like you would need to be able to take actions in order to benefit from the discard of the pilot.


Correct, Romulan Pilot's ability acts as a free Action and therefore cannot be performed at all while you have an Auxiliary Power token.
Andrew Parks 14074857

XanderF wrote:

Andrew Parks wrote:

XanderF wrote:

Question came up in a match, tonight.

The Stasis Field Generator reads:

"If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining ships and cannot attack this round. Your ship rolls 2 less attack dice this round."

A person had placed this upgrade on the IRW Praetus...which has no shields to disable.

The best interpretation we could figure on that was the cloaking rules, which used identical wording:

"When performing a Cloak action, disable all the ship's remaining shields by flipping them over to their red side (see "Disabling Shields" on page 19) and place a [cloak] token on the ship with its green side up."

And, of course, we know you have to have SOME shields in order to cloak - if you have no shields, then you have no shields 'to disable' and cannot cloak.

Given similarity of wording ("disable all the ship's remaining shields"), it was ruled that the projected stasis field could not be operated by a ship that did not have any shields.

Was this a correct ruling?


No. As per the rulebook, if a card requires you to disable all "remaining shields," you do not have to have any.

The Cloak rule is specified in the rulebook as the exception to this rule, as it has an additional requirement that you must have at least 1 Active Shield in order to perform the Cloak Action.

Andrew


What if a card requires you to disable a specific number of shields?

IE., Scotty:

"Disable 2 of your shields to gain +2 attack dice this round"

...on a ship that has no shields, like the IRW Praetus? Or a ship that DID have shields, but they've been lost?


Definitely read pg. 19 of the full rules. It covers these circumstances.
Andrew Parks 14074877

Reklawyad wrote:

Month 3 OP3,

Earlier in the FAQ I thought I saw that if a cloaked ship were to forgo its attack to let the ground troops fire, it wouldn't decloack, now I don't see that entry any longer but it's in the thread.

Was that changed or am I just seeing things?



It was never on the front page. It doesn't de-cloak because it is forgoing its attack.
batman15 14074969

Stoob wrote:

Corby, your tone is not helpful nor are your answers accurate.

1. The printer friendly link shows posts up until Nov 8 but not beyond that date. Therefore not all posts are available by this method

2. Did I suggest a move to a less "useful" or "user friendly" site? No I didn't.

3. Searching only works on posts that appear

4. That's ok, but not everyone is playing the OP events. Just a suggestion.


2. The Wizkids site is a less useful and less user friendly site.
4. The FAQ is already separated into two sections, with all the OP stuff coming at the bottom of it, after all the other stuff. If you do not want the OP stuff you can simply cut it off.





davedujour wrote:

stevecorby wrote:

Stoob wrote:


2. move the FAQ to the WKids site or another site instead?

2. Why would we want that? The game designer put the FAQ here, and I'm betting it is for a good reason. Why move it to a less useful or user-friendly site?


Having this FAQ on the WizKids site would get it out of "Preliminary" status and make it "official". I've had TOs say they don't know about the FAQ because it's here and not on the publishers website. I'm not printing out Andrew's first post in this thread (now 7 pages long!) before every event and giving a copy to the TO. This happened after a TO originally ruled the OWPs weren't ships & Cloaked Mines could be dropped within range 2. Several people said "That's not what the FAQ says!" He only changed for round 2 after consulting with the 2 players using Cloaked Mines.

Also, if you think BGG is "user-friendly" you've got really low standards. I love BGG, been here for many, many years, but it can be horribly difficult to find things until you get used to how the site works. Go find one of the "Rate Attack Wing" threads and see how many people can't figure out how to give a game a rating. There's some serious UI issues here.


Seems your real issue is with TO's that are not very knowledgeable or flexible. Might help if you send them the link to this thread before an event or bring it with you bookmarked on your phone so they can review it. Your also making the assumption that just because its on the Wizkids site that they will bother to look for it or consult it there. Personally I would much rather have a thread on this site where the game designer personally reads and answers questions as they arise and updates the FAQ, then have it exiled on a site where no one is able to ask questions, or interact with it.
Andrew Parks 14074989

Stoob wrote:

Sorry if this is a pain, but I'd like to please revisit this Romulan Pilot and clarify that a Romulan Pilot should be able to take a free action 'after you move' a red maneuver this turn.

Reasoning:

1. We've established in other posts that during the 6 steps of activation "after you move" is after step 3. (e.g. 'after you move' with Martok vs. Picard 'as a free action').

2. Therefore the Romulan pilot's 'after you move' ability happens after step 3 and before step 4 - Check for Power Strain.

3. After step 3 but before step 4, no Auxiliary Power token yet exists from a Red Maneuver this turn. If this is incorrect, please stop reading now and show me where is this FAQ'd or in the rules.

3. So therefore you can take a free action if you have no Auxiliary Power 'after you move'. In the Pilot's case, this places a Scan token and immediately we re-execute steps 1-3.

4. Once both moves are done, we then proceed to step 4, where the phrase "just executed" is murky for me. Both a red and then a green were "just executed", but the Red Maneuver text is listed first in the paragraph. Therefore I'd reason an Auxiliary Power token is first placed and then immediately removed - all in step 4.

Proceed to step 5 and 6, and the ship may take an action.

Is this correct? Thank you so much for your patience and dedication to this game. We love it!

Andrew Parks wrote:

Magentawolf wrote:

tb55555 wrote:

Romulan pilot: after you move you may discard this card to place a [scan] token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.

Now that I read it it sounds like I need to be able to do a free action which I couldn't if I had an auxiliary token, right?


Yep. Looks like you would need to be able to take actions in order to benefit from the discard of the pilot.


Correct, Romulan Pilot's ability acts as a free Action and therefore cannot be performed at all while you have an Auxiliary Power token.


I appreciate your logic here, but it is a matter of interpreting when movement ends, since these cards do not specify a particular step during the Activation Phase.

The Activation Phase is essentially broken up into two main parts: moving your ship, and then performing an Action. Movement is not over until after the Maneuver Template and the Maneuver Dial are removed from the play area (which is Step 5). Abilites that trigger after a ship moves trigger after movement is fully complete, which is the end of Step 5: Clean Up (and subsequently after Step 4: Check for Power Strain).

Andrew
H00D4M4N 14075019

keokiyoung wrote:

H00D4M4N wrote:

keokiyoung wrote:

Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!


The Attack on Earth is month 4. I think they spread it across December/January because of the holiday season.


Makes sense, but then do we run Month Four in December and Month Five in January, as stated in the instruction sheets? Or do we run Month Five in February as stated in the announcement?


It's really up to the venue. I don't think there is a set month.
Stoob 14075135

Andrew Parks wrote:


I appreciate your logic here, but it is a matter of interpreting when movement ends, since these cards do not specify a particular step during the Activation Phase.

The Activation Phase is essentially broken up into two main parts: moving your ship, and then performing an Action. Movement is not over until after the Maneuver Template and the Maneuver Dial are removed from the play area (which is Step 5). Abilites that trigger after a ship moves trigger after movement is fully complete, which is the end of Step 5: Clean Up (and subsequently after Step 4: Check for Power Strain).

Andrew


Thanks so much. That really clears it up. Movement ends after step 5. (not 3 as I had thought)
stevecorby 14075403

H00D4M4N wrote:

keokiyoung wrote:

H00D4M4N wrote:

keokiyoung wrote:

Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!


The Attack on Earth is month 4. I think they spread it across December/January because of the holiday season.


Makes sense, but then do we run Month Four in December and Month Five in January, as stated in the instruction sheets? Or do we run Month Five in February as stated in the announcement?


It's really up to the venue. I don't think there is a set month.


According to Wizkids site, month 5 is set to be run in February. I checked with my distributor and the OP kit isn't set to release until January 29th, so it doesn't look like you can run Month 5 until February regardless of when you might want to.
Reklawyad 14076803

Andrew Parks wrote:

Reklawyad wrote:

Month 3 OP3,

Earlier in the FAQ I thought I saw that if a cloaked ship were to forgo its attack to let the ground troops fire, it wouldn't decloack, now I don't see that entry any longer but it's in the thread.

Was that changed or am I just seeing things?



It was never on the front page. It doesn't de-cloak because it is forgoing its attack.


Wow, no idea where I saw it originally then... Crazy new daddy brain at work!
Blipvert 14077136
Tech Upgrade - Dominion - If a scan token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields.

Q1: does using the antiproton scan expend the scan token? I say no as a scan token is not expended when attacking.

Q2: when using the antiproton scan, does the defending ship still roll 1 less defense die?
FortuneFavorTheBold 14077199

Blipvert wrote:

Tech Upgrade - Dominion - If a scan token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields.

Q1: does using the antiproton scan expend the scan token? I say no as a scan token is not expended when attacking.

Q2: when using the antiproton scan, does the defending ship still roll 1 less defense die?


The token is not spent, and the effect of the token still applies, in addition to that of the antiproton scan.
Chance Gardener 14077996
Corbomite Maneuver questions
Action: Discard this upgrade to prevent all enemy ships from attacking you this round. You cannot attack this round.

Q1: Does the "you" mean the ship that activated the maneuver cannot attack that round or does it mean "you" the player cannot attack that round?

Q2: If it means "you the player" does that then apply to just the ships attacking, or for OP3 does that mean your ground troops cannot attack also?

Q3: if activating the Corbomite maneuver stops enemy ships from attacking and stops me from attacking with ships or ground troops, does it stop my opponent from attacking with ground troops?
stevecorby 14078104

Chance Gardener wrote:

Corbomite Maneuver questions
Action: Discard this upgrade to prevent all enemy ships from attacking you this round. You cannot attack this round.

Q1: Does the "you" mean the ship that activated the maneuver cannot attack that round or does it mean "you" the player cannot attack that round?

Q2: If it means "you the player" does that then apply to just the ships attacking, or for OP3 does that mean your ground troops cannot attack also?

Q3: if activating the Corbomite maneuver stops enemy ships from attacking and stops me from attacking with ships or ground troops, does it stop my opponent from attacking with ground troops?


"YOU" on a card always refers to the ship playing that card and only that ship. I believe this was one of the first questions answered in the FAQ. I believe that if you used this card, the ship using it could not then forgo its attack to use their ground troops that turn, but your opponent is under no such restriction, as he isn't attacking "YOU" for purposes of the card.
Chance Gardener 14078180
Mr. Corby, if you read that first answer, please note the caveat: "unless otherwise specified" listed therein.

Hence my series of questions as the card doesn't specify and so I seek clarification.
I didn't realize I needed to define my thought processes for you to understand that.
Andrew Parks 14078478

Chance Gardener wrote:

Corbomite Maneuver questions
Action: Discard this upgrade to prevent all enemy ships from attacking you this round. You cannot attack this round.

Q1: Does the "you" mean the ship that activated the maneuver cannot attack that round or does it mean "you" the player cannot attack that round?

Q2: If it means "you the player" does that then apply to just the ships attacking, or for OP3 does that mean your ground troops cannot attack also?

Q3: if activating the Corbomite maneuver stops enemy ships from attacking and stops me from attacking with ships or ground troops, does it stop my opponent from attacking with ground troops?


1. Ship only

2. It doesn't mean the player, but the ship itself can't forgo its attack to use ground troops since it doesn't get to attack.

3. No, he is only prohibited from attacking your ship.
Godzillafreak01 14080546
Hello Andrew!

Quick question- if 2 people of different factions in an OP tournament have cloaked mines, who can place their mines first?

Would faction initiative determine this?

I only ask as I run cloaked mines to counter other cloaked mines!

Thanks again sir!
kemikos 14080932

Godzillafreak01 wrote:

Hello Andrew!

Quick question- if 2 people of different factions in an OP tournament have cloaked mines, who can place their mines first?

Would faction initiative determine this?

I only ask as I run cloaked mines to counter other cloaked mines!

Thanks again sir!


I'm trying to think of a situation where it would matter. Since the placement rules for Cloaked Mines ignore other cloaked mines, it's not like placing them first could block your opponent from placing his in the same spot...

What's your thinking here?
keokiyoung 14080991

stevecorby wrote:

H00D4M4N wrote:

keokiyoung wrote:

H00D4M4N wrote:

keokiyoung wrote:

Which month is Month Four for the Dominion War OP?

The announcement at http://wizkidsgames.com/dominionwar/ says Month Four, The Attack on Earth, is December/January.

However, the instruction sheet at http://wizkidsgames.com/wp-content/uploads/2013/07/71261-Jud... says Month Four is December.

Finally, the announcement in the first link above says Month Five, The Battle of Cardassia, is February. But the Month Five instruction sheet says January: http://wizkidsgames.com/wp-content/uploads/2013/07/Month-5-I...

It seems like the announcement in the first link contains a typo, but can anyone offer clarification?

Thanks!


The Attack on Earth is month 4. I think they spread it across December/January because of the holiday season.


Makes sense, but then do we run Month Four in December and Month Five in January, as stated in the instruction sheets? Or do we run Month Five in February as stated in the announcement?


It's really up to the venue. I don't think there is a set month.


According to Wizkids site, month 5 is set to be run in February. I checked with my distributor and the OP kit isn't set to release until January 29th, so it doesn't look like you can run Month 5 until February regardless of when you might want to.


Great - thanks!
delta_angelfire 14081665
1) Can I use any of the attack modifying command tokens on a roll for cloaked mine damage?

2) Can I use any of the attack modifying command tokens on a roll for Subspace Antipersonel Mines that are specific to OP3?


Command Tokens:
[Red Re-roll]: You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll.
[Plus Red]: Before rolling any of your attack dice, you may add +1 attack die to the current attack.
[Set Red]: Before rolling any of your attack dice, you may set 1 of your dice on any side of your choice. This die may not be rolled or re-rolled during this round.

OP3 SAM:
If you lose at least 1 Ground Troop Token from an attack, discard 1 SAM Token that you have already placed on AR-558 and roll 2 attack dice. For every [Hit] and [Critical Hit] result, remove 1 of your enemy’s ground Troop Tokens from the game. Defending players do not roll
defense dice against this attack.
batman15 14081737

Chance Gardener wrote:

Mr. Corby, if you read that first answer, please note the caveat: "unless otherwise specified" listed therein.

Hence my series of questions as the card doesn't specify and so I seek clarification.
I didn't realize I needed to define my thought processes for you to understand that.


No need to define your through process, but his point is valid, it is clearly stated in the FAQ what "YOU" refers to on the card, and yet time and time again people ask that very same question. snore
enderqa 14081807

Varel: Discard this card to cancel a single attack against his/her ship before any dice are rolled. The cancelled attack cannot be directed against a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.


Question about Cloaked mines and Varel upgrade card. Can a player use Varel, i.e., discard him after he moves, in order to cancel the effect of moving through the cloaked minefield?
Magentawolf 14081853

enderqa wrote:


Varel: Discard this card to cancel a single attack against his/her ship before any dice are rolled. The cancelled attack cannot be directed against a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.


Question about Cloaked mines and Varel upgrade card. Can a player use Varel, i.e., discard him after he moves, in order to cancel the effect of moving through the cloaked minefield?


Mines, unless you are deploying an Antimatter Minefield directly onto a ship, do not count as an 'attack'.

This also goes for the individual asking about using the command tokens.
Andrew Parks 14083719

delta_angelfire wrote:

1) Can I use any of the attack modifying command tokens on a roll for cloaked mine damage?

2) Can I use any of the attack modifying command tokens on a roll for Subspace Antipersonel Mines that are specific to OP3?


Command Tokens:
[Red Re-roll]: You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll.
[Plus Red]: Before rolling any of your attack dice, you may add +1 attack die to the current attack.
[Set Red]: Before rolling any of your attack dice, you may set 1 of your dice on any side of your choice. This die may not be rolled or re-rolled during this round.

OP3 SAM:
If you lose at least 1 Ground Troop Token from an attack, discard 1 SAM Token that you have already placed on AR-558 and roll 2 attack dice. For every [Hit] and [Critical Hit] result, remove 1 of your enemy’s ground Troop Tokens from the game. Defending players do not roll
defense dice against this attack.


1. No.

2. Yes (I am pretty sure)
alepperd 14084206

kemikos wrote:

Godzillafreak01 wrote:

Hello Andrew!

Quick question- if 2 people of different factions in an OP tournament have cloaked mines, who can place their mines first?

Would faction initiative determine this?

I only ask as I run cloaked mines to counter other cloaked mines!

Thanks again sir!


I'm trying to think of a situation where it would matter. Since the placement rules for Cloaked Mines ignore other cloaked mines, it's not like placing them first could block your opponent from placing his in the same spot...

What's your thinking here?


Your opponent's placement could give you some clue as to his planned maneuvers/where on the board he wants to be based on the area he's trying to deny you.

However this was asked and answered I believe, in the event it matters cloaked mines are placed in ascending initiative order.
halfadimecn 14084708
Thanks all for this FAQ. I also have a question.
The ferengi missile launchers state "make 2 attacks against ship(s) in your forward firing arc;"

Nuclear missiles state "Attack:(target lock) spend your target lock and disable this card to perform this attack"

Question is does the target of nuclear missiles have to be in you forward firing arc as the card does not specifically state what arc you need to use as missile launchers and most other weapons do?
davedujour 14084737

halfadimecn wrote:

Thanks all for this FAQ. I also have a question.
The ferengi missile launchers state "make 2 attacks against ship(s) in your forward firing arc;"

Nuclear missiles state "Attacktarget lock) spend your target lock and disable this card to perform this attack"

Question is does the target of nuclear missiles have to be in you forward firing arc as the card does not specifically state what arc you need to use as missile launchers and most other weapons do?


Yes, the target must always be in your forward firing arc unless otherwise specified.

Ferengi missile launchers and nuclear missiles are completely different weapons that have no relation to each other.
dc0nklin 14084931
A couple of questions that came up in a casual game last night for which I can't find rulings:

1. If I have one of the Kahn captains on a ship, can I have the other on the sideboard? (can you say Temporal Anomaly? )

2. If I perform an Evade action (or Data) on the Kraxon, will the Evade tokens cancel damage absorbed by the Kraxon via its special ability:

"Whenever a friendley ship within Range 1 of your ship receives damage, you may transfer any amount of that damage to your own Shields, if possible"


The reason we are even considering this is because of this thread/post concerning Interphase Generator doing something similar: Re: Be prepared! A "Watch out for this card!" list. Informative not ranting.


3. If an attacker is using Advanced Weapons Systems
"when attacking, you may disable this card before rolling any dice..."

and the defender is using Varel
"discard this card to cancel a single attack against her ship before any dice are rolled."

we're wondering which happens first. Does the attacker disable AWS first?

Thx!
DrZ327 14085192
I have some OP 4 questions. Its not really outlined in the event description I have printed out so....

1. Are the Planetary Defense tokens treated like obstacles (roll for damage if passing through them, +1 defense dice if shooting through them) or like ships (back up and lose action if colliding with one, no defense bonus shooting through it)?

2. Are the PDs considered 'enemy ships' for purposes of Cloaked Mine placement?

3. Does the planet block the range of the PDs? ie, if my ship is very close to the planet and I attack Starfleet HQ, will only 2 PDs be within range 2 (total attack of 4) or are all 4 considered within range 2 despite being on the other side of the planet (total retaliation of 8 dice)? I am assuming it would be 8 as the description says nothing about being in their firing arc, beyond the range restriction, but I reason that with the other details being absent this might be good to have firmly clarified.

Thanks!
absalom_daak 14085563
When looking at Scotty's card, only the first ability includes the term 'ACTION:'.

Am I reading it correctly then that the 2nd ability (repairing shields) does not require an action?

Many thanks.
davedujour 14085671

DrZ327 wrote:

I have some OP 4 questions. Its not really outlined in the event description I have printed out so....

3. Does the planet block the range of the PDs? ie, if my ship is very close to the planet and I attack Starfleet HQ, will only 2 PDs be within range 2 (total attack of 4) or are all 4 considered within range 2 despite being on the other side of the planet (total retaliation of 8 dice)? I am assuming it would be 8 as the description says nothing about being in their firing arc, beyond the range restriction, but I reason that with the other details being absent this might be good to have firmly clarified.

Thanks!


The planet will still block the firing arc (even 360) of the PDs, so the most that could target a ship is 3 in a turn. I haven't set up OP4 yet to test, but I think it's possible to only have a single PD be able to shoot at a ship because of the planet. Remember, it's nearest point to nearest point between shooter & target.
Godzillafreak01 14085686
The reason I don't want my cloaked mines down first is that I don't want him to place his near mine! Through playing I have learned about this-- but of course in the next game it came down to:

"Are you placing your cloaked mines?"
"I don't think so."
"Okay."
"Wait... You're not going to place yours?"
"I only need to place mine if you place yours."

It then became an issue as we were both playing around with using the mines as counters...

Ascending initiative order of captain skill? NOT faction initiative? I do really need to know the answer for this!
davedujour 14085701

absalom_daak wrote:

When looking at Scotty's card, only the first ability includes the term 'ACTION:'.

Am I reading it correctly then that the 2nd ability (repairing shields) does not require an action?

Many thanks.


No, that's incorrect. Scotty's ability is

"Action: Thing A OR Thing B".

You do Scotty's action and choose which thing he's going to do. Both things require the Action.

And no, you can't do Scotty's Action twice (getting an action from Martok, for example) choosing each part once. Scotty only has 1 Action.

I'm pretty sure this has been answered elsewhere in the FAQ, but it isn't in the first post.
Andrew Parks 14086351

dc0nklin wrote:

A couple of questions that came up in a casual game last night for which I can't find rulings:

1. If I have one of the Kahn captains on a ship, can I have the other on the sideboard? (can you say Temporal Anomaly? )

2. If I perform an Evade action (or Data) on the Kraxon, will the Evade tokens cancel damage absorbed by the Kraxon via its special ability:

"Whenever a friendley ship within Range 1 of your ship receives damage, you may transfer any amount of that damage to your own Shields, if possible"


The reason we are even considering this is because of this thread/post concerning Interphase Generator doing something similar: Re: Be prepared! A "Watch out for this card!" list. Informative not ranting.


3. If an attacker is using Advanced Weapons Systems
"when attacking, you may disable this card before rolling any dice..."

and the defender is using Varel
"discard this card to cancel a single attack against her ship before any dice are rolled."

we're wondering which happens first. Does the attacker disable AWS first?

Thx!


1. No

2. No.

3. Since the AWS is not necessary to initiate the attack (in which case it would go before Varel), then use the order that normally happens when modifying attacks later (first defender, then attacker). So in this particular circumstance, Varel would have to decide for AWS would have to decide.
Andrew Parks 14086377

DrZ327 wrote:

I have some OP 4 questions. Its not really outlined in the event description I have printed out so....

1. Are the Planetary Defense tokens treated like obstacles (roll for damage if passing through them, +1 defense dice if shooting through them) or like ships (back up and lose action if colliding with one, no defense bonus shooting through it)?

2. Are the PDs considered 'enemy ships' for purposes of Cloaked Mine placement?

3. Does the planet block the range of the PDs? ie, if my ship is very close to the planet and I attack Starfleet HQ, will only 2 PDs be within range 2 (total attack of 4) or are all 4 considered within range 2 despite being on the other side of the planet (total retaliation of 8 dice)? I am assuming it would be 8 as the description says nothing about being in their firing arc, beyond the range restriction, but I reason that with the other details being absent this might be good to have firmly clarified.

Thanks!


1. Like OWPs, the PDTs are considered "enemy ships".

2. Yes.

3. If a PDT is blocked by the planet, it does not contribute to the total dice rolled for PDT attacks that round.


I've updated Page 1 with this information.

Andrew
Andrew Parks 14086388

Godzillafreak01 wrote:

The reason I don't want my cloaked mines down first is that I don't want him to place his near mine! Through playing I have learned about this-- but of course in the next game it came down to:

"Are you placing your cloaked mines?"
"I don't think so."
"Okay."
"Wait... You're not going to place yours?"
"I only need to place mine if you place yours."

It then became an issue as we were both playing around with using the mines as counters...

Ascending initiative order of captain skill? NOT faction initiative? I do really need to know the answer for this!


Go through the normal process of determining who moves first during the Activation Phase. So go in ascending order of Captain Skill, and if the Captains are tied, use normal initiative rules (lowest SP, then Faction, etc.)
XanderF 14087605
Tournament question: why the heck are there so many 'commendation award tokens'?

The tournament rules read:

COMMENDATION AWARD TOKEN (starting in Month 2):
The previous month’s Admiral will be given 1 Commendation Award Token at the start of the next month’s tournament. If that Admiral is not present at the current tournament, the next highest ranked player will receive the Commendation Award Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their attack or defense dice. Once a Commendation Award Token is used, it is removed from the game. Commendation Award Tokens cannot be saved from tournament to tournament. If a player does not use their token in the tournament, it is lost.


...which makes it sounds like there should just be one token per month.

However, the OP2 and OP3 kits came with one token per terrain set - so there ends up being six of these tokens available every month.

Ummmm...why?
stevecorby 14087697

XanderF wrote:

Tournament question: why the heck are there so many 'commendation award tokens'?

The tournament rules read:

COMMENDATION AWARD TOKEN (starting in Month 2):
The previous month’s Admiral will be given 1 Commendation Award Token at the start of the next month’s tournament. If that Admiral is not present at the current tournament, the next highest ranked player will receive the Commendation Award Token. A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their attack or defense dice. Once a Commendation Award Token is used, it is removed from the game. Commendation Award Tokens cannot be saved from tournament to tournament. If a player does not use their token in the tournament, it is lost.


...which makes it sounds like there should just be one token per month.

However, the OP2 and OP3 kits came with one token per terrain set - so there ends up being six of these tokens available every month.

Ummmm...why?


Because it costs less money to print every sheet exactly the same. You only actually give the token to the winner for him/her to use next month.
delta_angelfire 14087981
Just as clarification while we're on the topic:

Does the Admiral award go to the player with the most Cumulative Battle Points (all previous tournaments) or just the winner of the single most recent tournament?
davedujour 14088028

delta_angelfire wrote:

Just as clarification while we're on the topic:

Does the Admiral award go to the player with the most Cumulative Battle Points (all previous tournaments) or just the winner of the single most recent tournament?


Most recent tournament. The Admiral Commendation token for Month 2 goes to the winner of Month 1. For Month 3 it goes to the winner of Month 2, etc.
grifta67 14089402
I know a single token can't trigger two effects in a single phase, such as two attack effects, but what about in different phases of the same turn?

(1) Can the same token be used with a card effect if it's in different phases of the turn?

Example: Would a single Scan token trigger Farek's free action crew ability in the activation phase as well as allowing for Mr Spock's ability in the attack phase?

Farek - Action: If your ship is not Cloaked, disable all your remaining Shields to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Farek and 1 (Crew) Upgrade on the target ship. If there is a (Scan) Token beside your ship, you may perform this action as a free Action.

Mr. Spock - If your ship has a (Scan) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.

(2) And more thread-related, it seems printer friendly mode only shows up to Nov 7th. Anyone know how to get the entiiiire thread on one page?

Thanks!
-Sean
Andrew Parks 14090013

grifta67 wrote:

I know a single token can't trigger two effects in a single phase, such as two attack effects, but what about in different phases of the same turn?

(1) Can the same token be used with a card effect if it's in different phases of the turn?

Example: Would a single Scan token trigger Farek's free action crew ability in the activation phase as well as allowing for Mr Spock's ability in the attack phase?

Farek - Action: If your ship is not Cloaked, disable all your remaining Shields to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Farek and 1 (Crew) Upgrade on the target ship. If there is a (Scan) Token beside your ship, you may perform this action as a free Action.

Mr. Spock - If your ship has a (Scan) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.

(2) And more thread-related, it seems printer friendly mode only shows up to Nov 7th. Anyone know how to get the entiiiire thread on one page?

Thanks!
-Sean


As per the rulebook, you can only trigger Upgrades from the same token once per round.
paulsk 14091199
Can a ship moving into the area of Cloaked Mines make an Evade Action and use the token to negate a mine hit? (the same question probably applies to moving into Antimatter mines but I don't know their precise text offhand)
davedujour 14091357

paulsk wrote:

Can a ship moving into the area of Cloaked Mines make an Evade Action and use the token to negate a mine hit? (the same question probably applies to moving into Antimatter mines but I don't know their precise text offhand)


No, because Evade tokens are used to avoid damage during the Combat phase. Cloaked Mines deal damage at the end of the Activation phase. This is the same reason cards like Data can't counter Cloaked Mines.
Chance Gardener 14092377

davedujour wrote:

paulsk wrote:

Can a ship moving into the area of Cloaked Mines make an Evade Action and use the token to negate a mine hit? (the same question probably applies to moving into Antimatter mines but I don't know their precise text offhand)


No, because Evade tokens are used to avoid damage during the Combat phase. Cloaked Mines deal damage at the end of the Activation phase. This is the same reason cards like Data can't counter Cloaked Mines.

Had this scenario come up in my OP3 event yesterday. As I wasn't sure, I ruled in favor of the defender being able to use the evade token on the roll.

Still won that match but may have had two ships instead of one at the end.
SaxCarr 14093029
Ok this is the stupidest question I think I have ever asked but I can't convince myself I'm right…

The text on the Reinforcements Sideboard suggests to an opponent of mine that you must run it with one of every type of card it holds..

"1) Prior to the event, players select 1 of each of the following card types and places them in the appropriate section of the Reinforcements Sideboard: 1 Captain Card, 1 [Elite Talent] Card, 1 [Crew] Upgrade, 1 [Tech] Upgrade and 1 [Weapon] Upgrade. The total cost of these cards may not exceed 20"

So she suggests I can't say put two 10 point cards (because of +5 penalties) on it, or some combination that doesn't fill it…

That seems like it should be wrong, and is wrong… but I'd love an official ruling for next time she and I are across a table from each other.

PS: my local store has already agreed with my interpretation
AgentJ 14093122
If a ship has Counter Attack and Barrage of Fire, can I use BoP as the free attack, as long as cooperating ship hasn't fired already in the same round?
BeastRabban 14093370

AgentJ wrote:

If a ship has Counter Attack and Barrage of Fire, can I use BoP as the free attack, as long as cooperating ship hasn't fired already in the same round?


That raises another interesting question of what happens if the supporting ship for barrage of fire has an active counter attack. Can it still do it's retaliatory attack if it has participated in a barrage of fire?
Kengi 14093463
If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?
Andrew Parks 14093815

SaxCarr wrote:

Ok this is the stupidest question I think I have ever asked but I can't convince myself I'm right…

The text on the Reinforcements Sideboard suggests to an opponent of mine that you must run it with one of every type of card it holds..

"1) Prior to the event, players select 1 of each of the following card types and places them in the appropriate section of the Reinforcements Sideboard: 1 Captain Card, 1 [Elite Talent] Card, 1 [Crew] Upgrade, 1 [Tech] Upgrade and 1 [Weapon] Upgrade. The total cost of these cards may not exceed 20"

So she suggests I can't say put two 10 point cards (because of +5 penalties) on it, or some combination that doesn't fill it…

That seems like it should be wrong, and is wrong… but I'd love an official ruling for next time she and I are across a table from each other.

PS: my local store has already agreed with my interpretation


You don't have to have 1 of each card.
Andrew Parks 14093835

AgentJ wrote:

If a ship has Counter Attack and Barrage of Fire, can I use BoP as the free attack, as long as cooperating ship hasn't fired already in the same round?


Yes.
Andrew Parks 14093847

BeastRabban wrote:

AgentJ wrote:

If a ship has Counter Attack and Barrage of Fire, can I use BoP as the free attack, as long as cooperating ship hasn't fired already in the same round?


That raises another interesting question of what happens if the supporting ship for barrage of fire has an active counter attack. Can it still do it's retaliatory attack if it has participated in a barrage of fire?


Yes, CA is not a normal attack.
Andrew Parks 14093869

Kengi wrote:

If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?


I assume you are talking about Stunned Helmsman that says you don't roll any attack dice when you attack. If ship with Stunned Helmsman participtes in a BoF, you don't roll any attack dice at all. Not a good idea.
Andrew Parks 14093912
As a reminder, please include all card text in your questions, including for Damage Cards. It takes me much, much longer to answer your questions if I have to look up each card when there are multiple interactions.
Kengi 14094427

Andrew Parks wrote:

Kengi wrote:

If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?


I assume you are talking about Stunned Helmsman that says you don't roll any attack dice when you attack. If ship with Stunned Helmsman participtes in a BoF, you don't roll any attack dice at all. Not a good idea.


That's the one. I couldn't remember the card name, but figured that the effect would be enough. Sorry to confuse you!
XanderF 14094782
It seems the OP3 prize ship's ability is a bit...singularly conflicting with others.

The PWB Aj'Rmr reads:
"Each time you attack, you may re-roll 1 of your attack dice for every damage card assigned to your ship"

...I assume that means there is no point to picking up a target lock for regular combat with this ship, correct? As a target lock would allow you to re-roll any of your dice, but you can only re-roll a given dice once (unless using a Romulan Tactical Officer with a target lock), so...target lock does nothing, here?

Similarly, with weapons that re-roll results? Like plasma torpedoes:

"Attack: [Target Lock] Spend your target lock and disable this card to perform this attack. You may re-roll all your blank results one time."

Again, I'm assuming the Aj'Rmr's special ability has no real effect, here - a dice re-rolled from the plasma torpedo result cannot be re-rolled from the Aj'Rmr's special ability?
delta_angelfire 14094902

Andrew Parks wrote:

Kengi wrote:

If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?


I assume you are talking about Stunned Helmsman that says you don't roll any attack dice when you attack. If ship with Stunned Helmsman participtes in a BoF, you don't roll any attack dice at all. Not a good idea.


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?
batman15 14094992

XanderF wrote:

It seems the OP3 prize ship's ability is a bit...singularly conflicting with others.

The PWB Aj'Rmr reads:
"Each time you attack, you may re-roll 1 of your attack dice for every damage card assigned to your ship"

...I assume that means there is no point to picking up a target lock for regular combat with this ship, correct? As a target lock would allow you to re-roll any of your dice, but you can only re-roll a given dice once (unless using a Romulan Tactical Officer with a target lock), so...target lock does nothing, here?

Similarly, with weapons that re-roll results? Like plasma torpedoes:

"Attack: [Target Lock] Spend your target lock and disable this card to perform this attack. You may re-roll all your blank results one time."

Again, I'm assuming the Aj'Rmr's special ability has no real effect, here - a dice re-rolled from the plasma torpedo result cannot be re-rolled from the Aj'Rmr's special ability?


I guess it would depend on how many hit cards you had on the ship. Target lock would be quite valuable if you had no hits on your ship, but not as useful if you had a few hits. Plasma torpedos are great if you roll blanks, but what if you roll Battle Stations? At the end of the day its nice to have another ability to re-roll dice, especially at the cost of only 2 points over the generic ship.
davedujour 14095361
Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.
H00D4M4N 14095411

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.
H00D4M4N 14095463

delta_angelfire wrote:

Andrew Parks wrote:

Kengi wrote:

If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?


I assume you are talking about Stunned Helmsman that says you don't roll any attack dice when you attack. If ship with Stunned Helmsman participtes in a BoF, you don't roll any attack dice at all. Not a good idea.


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Sounds like it. It's still participating, so if it's cloaked it would decloak and because the ship is affected by a critical that says during your next attack you don't roll any attack dice then it would make sense that the combined attack is affected by this as well.

However, then I think this ruling should be tweaked because if the supporting ship rolls two less attack dice this round (from some effect for example), the combined attack should also be affected. Right now, though, it isn't because it uses the printed attack value.
davedujour 14095486

H00D4M4N wrote:

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.


Where do you get that? Because the rule book doesn't say anything about firing arc in relation to a planet. Page 23, "The Planet Token", second paragraph:
"The Planet Token is considered a complete obstruction for firing purposes. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice."

No mention of firing arcs.

Page 13, Firing Arcs:
"At the fron of each Ship Token is a wedge shape (colored differently for each Faction) call the forward firing arc. This area show the angle from which the ship's weapons can fire. An enemy ship is inside the active ship's firing arc if any part of the enemy ship's base falls inside the angle defined by the wedge shape (see "Firing Arc and Range Example to the right).

No mention of obstacles, obstructions, or a planet.

Also, the planet is only "a complete obstruction"..."during combat" (page 23 again), not at other times during the game when range is measured. Although the rule book only talks about measuring range during the combat phase, page 13.
H00D4M4N 14095615

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.


Where do you get that? Because the rule book doesn't say anything about firing arc in relation to a planet. Page 23, "The Planet Token", second paragraph:
"The Planet Token is considered a complete obstruction for firing purposes. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice."

No mention of firing arcs.

Page 13, Firing Arcs:
"At the fron of each Ship Token is a wedge shape (colored differently for each Faction) call the forward firing arc. This area show the angle from which the ship's weapons can fire. An enemy ship is inside the active ship's firing arc if any part of the enemy ship's base falls inside the angle defined by the wedge shape (see "Firing Arc and Range Example to the right).

No mention of obstacles, obstructions, or a planet.

Also, the planet is only "a complete obstruction"..."during combat" (page 23 again), not at other times during the game when range is measured. Although the rule book only talks about measuring range during the combat phase, page 13.


I asked Andrew awhile ago about it and that's what he said. I think it's in this thread somewhere.

Edit: found it http://boardgamegeek.com/article/13940293#13940293
davedujour 14095667

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.


Where do you get that? Because the rule book doesn't say anything about firing arc in relation to a planet. Page 23, "The Planet Token", second paragraph:
"The Planet Token is considered a complete obstruction for firing purposes. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice."

No mention of firing arcs.

Page 13, Firing Arcs:
"At the fron of each Ship Token is a wedge shape (colored differently for each Faction) call the forward firing arc. This area show the angle from which the ship's weapons can fire. An enemy ship is inside the active ship's firing arc if any part of the enemy ship's base falls inside the angle defined by the wedge shape (see "Firing Arc and Range Example to the right).

No mention of obstacles, obstructions, or a planet.

Also, the planet is only "a complete obstruction"..."during combat" (page 23 again), not at other times during the game when range is measured. Although the rule book only talks about measuring range during the combat phase, page 13.


I asked Andrew awhile ago about it and that's what he said. I think it's in this thread somewhere.

Edit: found it http://boardgamegeek.com/article/13940293#13940293


Wonderful! Thanks!

Except that doesn't specifically answer if the planet blocks the firing arc.

Andrew Parks wrote:

H00D4M4N wrote:

EM Pulse (Ferengi/ LE Krayton Pack)
Action: Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.
Cost: 4

If the planet is in between two ships and they are range 1-2 apart, then EM Pulse should work right?


Correct.


So does a planet block a ships firing arc? If the target is within the firing arc of the "attacker" but the planet is in between, is it still within the firing arc?
Andrew Parks 14095946

delta_angelfire wrote:

Andrew Parks wrote:

Kengi wrote:

If I use Barrage of Fire and the second ship has a Critical hit that makes its next attack value 0, does it add the normal value or does it add 0?


I assume you are talking about Stunned Helmsman that says you don't roll any attack dice when you attack. If ship with Stunned Helmsman participtes in a BoF, you don't roll any attack dice at all. Not a good idea.


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.
Andrew Parks 14095979

XanderF wrote:

It seems the OP3 prize ship's ability is a bit...singularly conflicting with others.

The PWB Aj'Rmr reads:
"Each time you attack, you may re-roll 1 of your attack dice for every damage card assigned to your ship"

...I assume that means there is no point to picking up a target lock for regular combat with this ship, correct? As a target lock would allow you to re-roll any of your dice, but you can only re-roll a given dice once (unless using a Romulan Tactical Officer with a target lock), so...target lock does nothing, here?

Similarly, with weapons that re-roll results? Like plasma torpedoes:

"Attack: [Target Lock] Spend your target lock and disable this card to perform this attack. You may re-roll all your blank results one time."

Again, I'm assuming the Aj'Rmr's special ability has no real effect, here - a dice re-rolled from the plasma torpedo result cannot be re-rolled from the Aj'Rmr's special ability?


I'm not sure if this is a question or a critique of the card.

Certainly, you would only use Target Lock as a backup in case you had to re-roll more dice than you had damage, or if you wanted to fire a Secondary Weapon.

If you had a lot of damage, the ship's ability would allow you to use a different Action (such as Evade) AND get a lot of re-rolls as if you had Target Locked.

With the Plasma Torpedoes, you could re-roll the Battle Stations results with the ship's ability.

Andrew Parks 14096044

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.


Where do you get that? Because the rule book doesn't say anything about firing arc in relation to a planet. Page 23, "The Planet Token", second paragraph:
"The Planet Token is considered a complete obstruction for firing purposes. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice."

No mention of firing arcs.

Page 13, Firing Arcs:
"At the fron of each Ship Token is a wedge shape (colored differently for each Faction) call the forward firing arc. This area show the angle from which the ship's weapons can fire. An enemy ship is inside the active ship's firing arc if any part of the enemy ship's base falls inside the angle defined by the wedge shape (see "Firing Arc and Range Example to the right).

No mention of obstacles, obstructions, or a planet.

Also, the planet is only "a complete obstruction"..."during combat" (page 23 again), not at other times during the game when range is measured. Although the rule book only talks about measuring range during the combat phase, page 13.


I asked Andrew awhile ago about it and that's what he said. I think it's in this thread somewhere.

Edit: found it http://boardgamegeek.com/article/13940293#13940293


Wonderful! Thanks!

Except that doesn't specifically answer if the planet blocks the firing arc.

Andrew Parks wrote:

H00D4M4N wrote:

EM Pulse (Ferengi/ LE Krayton Pack)
Action: Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.
Cost: 4

If the planet is in between two ships and they are range 1-2 apart, then EM Pulse should work right?


Correct.


So does a planet block a ships firing arc? If the target is within the firing arc of the "attacker" but the planet is in between, is it still within the firing arc?


I think I misunderstood Mr. Landy's question back on November 8. Since he didn't mention "firing arc," I thought he was asking if the EM Pulse could work through the planet, which it can.

Regarding Dave's question, the answer is that the planet does not block firing arc by itself. The planet simply prohibits a player from firing through it.

Andrew
H00D4M4N 14096407

Andrew Parks wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

Does a Planet block the firing arc of a ship? This matters for cards like the Ferengi EM Pulse:

"ACTION: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round."

I know a Planet blocks fire during combat (page 23), but does it block other effects outside of combat?

My guess is no because you can Target Lock through a planet, although that doesn't care about firing arc.


It does block in this case. The ship isn't in the firing arc if the planet is in the way (the planet is in the arc). However for things like Target Lock there is no restriction.


Where do you get that? Because the rule book doesn't say anything about firing arc in relation to a planet. Page 23, "The Planet Token", second paragraph:
"The Planet Token is considered a complete obstruction for firing purposes. When measuring range during combat, if any part of the Range Ruler between the two ships overlaps the Planet Token, the attack is considered completely obstructed and the attacker cannot roll any attack dice."

No mention of firing arcs.

Page 13, Firing Arcs:
"At the fron of each Ship Token is a wedge shape (colored differently for each Faction) call the forward firing arc. This area show the angle from which the ship's weapons can fire. An enemy ship is inside the active ship's firing arc if any part of the enemy ship's base falls inside the angle defined by the wedge shape (see "Firing Arc and Range Example to the right).

No mention of obstacles, obstructions, or a planet.

Also, the planet is only "a complete obstruction"..."during combat" (page 23 again), not at other times during the game when range is measured. Although the rule book only talks about measuring range during the combat phase, page 13.


I asked Andrew awhile ago about it and that's what he said. I think it's in this thread somewhere.

Edit: found it http://boardgamegeek.com/article/13940293#13940293


Wonderful! Thanks!

Except that doesn't specifically answer if the planet blocks the firing arc.

Andrew Parks wrote:

H00D4M4N wrote:

EM Pulse (Ferengi/ LE Krayton Pack)
Action: Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.
Cost: 4

If the planet is in between two ships and they are range 1-2 apart, then EM Pulse should work right?


Correct.


So does a planet block a ships firing arc? If the target is within the firing arc of the "attacker" but the planet is in between, is it still within the firing arc?


I think I misunderstood Mr. Landy's question back on November 8. Since he didn't mention "firing arc," I thought he was asking if the EM Pulse could work through the planet, which it can.

Regarding Dave's question, the answer is that the planet does not block firing arc by itself. The planet simply prohibits a player from firing through it.

Andrew


Ah! Thanks for clearing that up, Andrew. I probably should have been more clear with my question now that I reread it.
delta_angelfire 14099629
In the pictured situation:

Pararamids wrote:




can ship A fire at ship B?

The closest point between the two ships considering firing arcs is not obstructed, but the closest two points between the bases is obstructed.
csimian 14099719
OP4 Question

If I have the IKS Maht-H'A positioned to be within Range 1 of two PDTs (and no other's with a LOS) andf it fires at the StarFleet HQ, does the Ship's ability subtract 1 Attack Die from each PDT resulting in only two being rolled?


Any ship attacking you at Range 1 rolls 1 less attack die.

XanderF 14099764

delta_angelfire wrote:

In the pictured situation:

Pararamids wrote:



can ship A fire at ship B?

The closest point between the two ships considering firing arcs is not obstructed, but the closest two points between the bases is obstructed.


More specifically - given a 90 degree fire arc, can ship A fire at ship B?

And does this answer change, without moving either ship, if ship A has a 180 degree fire arc...



...the question is, since page 22-23 of the rulebook (measuring for obstacles) does not mention anything about measuring only 'in arc' (instead if refers several times to just the 'closest point between the bases'), do you use the second example for both situations, and ship A can NEVER fire at ship B.

Or do you use the second example only when ship A has a 180-degree arc, so ship A only has the shot when it has a 90-degree fire arc, but not when it has a 180-degree arc.
swingk2121 14100291
For OP-4; the PDT are considered ships, are they also considered being connected to starfleet HQ, as though starfleet HQ is doing the attack?
Magentawolf 14100321

csimian wrote:

OP4 Question

If I have the IKS Maht-H'A positioned to be within Range 1 of two PDTs (and no other's with a LOS) andf it fires at the StarFleet HQ, does the Ship's ability subtract 1 Attack Die from each PDT resulting in only two being rolled?


Any ship attacking you at Range 1 rolls 1 less attack die.



The combined dice are rolled as a single attack per the scenario instructions, so you should be getting hit by three dice.
csimian 14100503

Magentawolf wrote:

csimian wrote:

OP4 Question

If I have the IKS Maht-H'A positioned to be within Range 1 of two PDTs (and no other's with a LOS) andf it fires at the StarFleet HQ, does the Ship's ability subtract 1 Attack Die from each PDT resulting in only two being rolled?


Any ship attacking you at Range 1 rolls 1 less attack die.



The combined dice are rolled as a single attack per the scenario instructions, so you should be getting hit by three dice.


From the Instructions:

Roll 2 attack dice for every PDT that is within Range 1-2 of the attacking ship. These dice are combined into one single attack (i.e. 1 PDT = 1 attack die, 2 PDTs = 4 attack dice and 3 PDTs = 6 attack dice).


Just want an official answer. One attack comprised from 2 PDTs both at Range 1 from the IKS Maht-H'A. From my interpretation it looks like each PDT would roll one less Attack Die.
mariettabrit 14100888
Question on the sideboard... I know you can put something from the sideboard onto a ship if it has a free slot... but can I use an action to 'upload' something from a ship to the sideboard without moving something to the ship?
ie, can a crew member be moved from a ship to the sideboard without having any crew members on the sideboard to swap out ?
csimian 14100960

mariettabrit wrote:

Question on the sideboard... I know you can put something from the sideboard onto a ship if it has a free slot... but can I use an action to 'upload' something from a ship to the sideboard without moving something to the ship?
ie, can a crew member be moved from a ship to the sideboard without having any crew members on the sideboard to swap out ?


No. You have to exchange cards to get someone off your ship.
TheWaspinator 14101042
How do you pronounce Aj'rmr?
SteRT 14101734
I'm pronouncing it Aj'rmr

Seriously though I'm saying Aage Ramur
H00D4M4N 14102055

mariettabrit wrote:

Question on the sideboard... I know you can put something from the sideboard onto a ship if it has a free slot... but can I use an action to 'upload' something from a ship to the sideboard without moving something to the ship?
ie, can a crew member be moved from a ship to the sideboard without having any crew members on the sideboard to swap out ?


No, the sideboard card specifies how it works. It doesn't say that you can upload without exchanging, so it can't be done.
TheWaspinator 14102286
I think Romulans cloak their vowels.
mariettabrit 14102287

H00D4M4N wrote:

mariettabrit wrote:

Question on the sideboard... I know you can put something from the sideboard onto a ship if it has a free slot... but can I use an action to 'upload' something from a ship to the sideboard without moving something to the ship?
ie, can a crew member be moved from a ship to the sideboard without having any crew members on the sideboard to swap out ?


No, the sideboard card specifies how it works. It doesn't say that you can upload without exchanging, so it can't be done.


Yup looks like it... at least it will only cost me 1 point (crew) to get Varel off the science vessel and onto the ship she really belongs on (without paying the +5 point penalty)
eldurand 14102431
Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.
dc0nklin 14102441

SteRT wrote:

I'm pronouncing it Aj'rmr

Seriously though I'm saying Aage Ramur


My initial take was adge (like "badge") reamer. Inappropriately nicknamed "*ss reamer".

I've heard it pronounced like "adge are mer".
swingk2121 14103040
I need several questions clarified that may have already been answered over these 52 pages;

1) For mines (Cloaked mines or antimatter mines) are the permanent or is there a way to get ride of them? Someone told me if you land on them they are removed after that round.

2) Can you again clarify + traits (like Donatra "All other friendly ships within Range 1 of your ship gains +1 attack die" or Gowron's "ACTION: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round" or Clark's "All other friendly ships within Range 1 of your ship gains +1 defense die"). When do these bonus dice get added? Gowron's I assume when action is performed where as Donatra occurs when attacking? Does it only require the ship to have been in range before moving or moving into range? Then there is the difference in wording some are for the round some are when attacking, which confuses me.

3) Question about I stab at thee/Cheat death. Lets say a ship is destroyed by and action can you then use I stab at thee, followed by cheat death and since I stab at thee is not destroyed if it was attacked during the attack phase could it use the ability a second time that round? I guess what I am asking is can cards use their abilities multiple times per round. This is towards other cards as well like Scotty.

Montgomery Scott for example. He says disable him to perform his action, could you use Mecoy to perform as a free action and then perform it a second time as your action and disable him?

mariettabrit 14103194

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship
mariettabrit 14103250

swingk2121 wrote:

I need several questions clarified that may have already been answered over these 52 pages;
1) For mines (Cloaked mines or antimatter mines) are the permanent or is there a way to get ride of them? Someone told me if you land on them they are removed after that round.
2) Can you again clarify + traits (like Donatra "All other friendly ships within Range 1 of your ship gains +1 attack die" or Gowron's "ACTION: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round" or Clark's "All other friendly ships within Range 1 of your ship gains +1 defense die"). When do these bonus dice get added? Gowron's I assume when action is performed where as Donatra occurs when attacking? Does it only require the ship to have been in range before moving or moving into range? Then there is the difference in wording some are for the round some are when attacking, which confuses me.
3) Question about I stab at thee/Cheat death. Lets say a ship is destroyed by and action can you then use I stab at thee, followed by cheat death and since I stab at thee is not destroyed if it was attacked during the attack phase could it use the ability a second time that round? I guess what I am asking is can cards use their abilities multiple times per round. This is towards other cards as well like Scotty.
Montgomery Scott for example. He says disable him to perform his action, could you use Mecoy to perform as a free action and then perform it a second time as your action and disable him?

1) all mines are remains in play
2) bonuses that are in effect all the time like Donatra are calculated at time of firing. Others are given when they are activated. So Gowron would activate his, give bonus to ships in range then said ships could move out of range and still have the bonus applied that round.
3) Cards like scotty can only be activated once per round, as a general rule you can never use the same action twice in a round. I stab at thee is not an action, just an effect of being destroyed so yes it could trigger multiple times from cheat death
XanderF 14103756
Does the IRW Valdore special ability care about how/when you perform it's green maneuver?

IE.

If you perform a Green Maneuver, add +1 attack die for the remainder of this round


...specifically, when combined with 'Romulan Pilot':

After you move, you may discard this card to...immediately make an additional Green Maneuver


So even if I did a regular 'white' maneuver during the turn...I could then take use the Romulan Pilot to get another GREEN maneuver...annnnnd...that would trigger the Valdore's +1 attack?
davedujour 14104101

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


This is true, but if Varel went to another ship that wasn't a science vessel it would get an Auxiliary Power token, per the Sideboard rules.
davedujour 14104106

XanderF wrote:

Does the IRW Valdore special ability care about how/when you perform it's green maneuver?

IE.

If you perform a Green Maneuver, add +1 attack die for the remainder of this round


...specifically, when combined with 'Romulan Pilot':

After you move, you may discard this card to...immediately make an additional Green Maneuver


So even if I did a regular 'white' maneuver during the turn...I could then take use the Romulan Pilot to get another GREEN maneuver...annnnnd...that would trigger the Valdore's +1 attack?


Yes. At least 1 green maneuver any time during that round.
XanderF 14104393

davedujour wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


This is true, but if Varel went to another ship that wasn't a science vessel it would get an Auxiliary Power token, per the Sideboard rules.


Not if it was the same faction.

The aux power token you get when pulling an item from the sideboard is only for when it is a different faction than the ship it's being moved to.

So a pure Romulan list could get Varel on any ship for only 5 points (and two actions), if she starts on a science ship.
Illyth 14104407
I have a question about the new Elite Talent Upgrade from the Excelsior, Feint:

Feint wrote:

ACTION: Discard this Upgrade to target a ship at Range 2-3. If you attack that ship this round, it rolls 2 less defense dice.


Does this mean that it rolls 2 less dice against every attack against it that round, or just the first?
davedujour 14104546

XanderF wrote:

davedujour wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


This is true, but if Varel went to another ship that wasn't a science vessel it would get an Auxiliary Power token, per the Sideboard rules.


Not if it was the same faction.

The aux power token you get when pulling an item from the sideboard is only for when it is a different faction than the ship it's being moved to.

So a pure Romulan list could get Varel on any ship for only 5 points (and two actions), if she starts on a science ship.


Yes, it gets an Auxiliary Power token even if it was the same faction. It only doesn't if Varel goes to a Science Vessel.

From the Reinforcements Sideboard card
...or if the Upgrade would have an additional cost applied to that ship (i.e. "This Upgrade costs +5 Squadron Points if purchased for...").


Varel is exactly the case being used in the cards example.
PenguinBonaparte 14105031
For the sideboard, do you have to have one of each type of upgrade on there or just up to one of each matching 20 points. In the latest OP I put four different ones adding up to 20 on there but didn't have an elite talent.

It wouldn't have changed the outcome since I could have put some cheaper stuff on there and gotten them all, but I'd appreciate knowing if I did it right. Thanks!
csimian 14105550

PenguinBonaparte wrote:

For the sideboard, do you have to have one of each type of upgrade on there or just up to one of each matching 20 points. In the latest OP I put four different ones adding up to 20 on there but didn't have an elite talent.

It wouldn't have changed the outcome since I could have put some cheaper stuff on there and gotten them all, but I'd appreciate knowing if I did it right. Thanks!


No. Max of one of each, total of 20 pts (or less)
Andrew Parks 14105680

XanderF wrote:

delta_angelfire wrote:

In the pictured situation:

Pararamids wrote:



can ship A fire at ship B?

The closest point between the two ships considering firing arcs is not obstructed, but the closest two points between the bases is obstructed.


More specifically - given a 90 degree fire arc, can ship A fire at ship B?

And does this answer change, without moving either ship, if ship A has a 180 degree fire arc...



...the question is, since page 22-23 of the rulebook (measuring for obstacles) does not mention anything about measuring only 'in arc' (instead if refers several times to just the 'closest point between the bases'), do you use the second example for both situations, and ship A can NEVER fire at ship B.

Or do you use the second example only when ship A has a 180-degree arc, so ship A only has the shot when it has a 90-degree fire arc, but not when it has a 180-degree arc.


You do consider firing arc when making this measurement. Based upon this system, it is the case that the ship with the 180˚ arc is at a disadvantage. We inherited this wording from the previous system (which did not have 180˚ arcs), so that is why this anomalous situation is possible. I don't think it will come up too often, however!

Andrew
Andrew Parks 14105696

csimian wrote:

Magentawolf wrote:

csimian wrote:

OP4 Question

If I have the IKS Maht-H'A positioned to be within Range 1 of two PDTs (and no other's with a LOS) andf it fires at the StarFleet HQ, does the Ship's ability subtract 1 Attack Die from each PDT resulting in only two being rolled?


Any ship attacking you at Range 1 rolls 1 less attack die.



The combined dice are rolled as a single attack per the scenario instructions, so you should be getting hit by three dice.


From the Instructions:

Roll 2 attack dice for every PDT that is within Range 1-2 of the attacking ship. These dice are combined into one single attack (i.e. 1 PDT = 1 attack die, 2 PDTs = 4 attack dice and 3 PDTs = 6 attack dice).


Just want an official answer. One attack comprised from 2 PDTs both at Range 1 from the IKS Maht-H'A. From my interpretation it looks like each PDT would roll one less Attack Die.


Since they are combined into a single attack, you would only trigger the Maht-H'a's text one time (reducing the attack from 4 dice to 3 dice).
Andrew Parks 14105701

swingk2121 wrote:

For OP-4; the PDT are considered ships, are they also considered being connected to starfleet HQ, as though starfleet HQ is doing the attack?


No.
Andrew Parks 14105748

Illyth wrote:

I have a question about the new Elite Talent Upgrade from the Excelsior, Feint:

Feint wrote:

ACTION: Discard this Upgrade to target a ship at Range 2-3. If you attack that ship this round, it rolls 2 less defense dice.


Does this mean that it rolls 2 less dice against every attack against it that round, or just the first?


Just the first. The FAQ discusses this sort of wording in great detail.

Andrew
Andrew Parks 14105756

csimian wrote:

PenguinBonaparte wrote:

For the sideboard, do you have to have one of each type of upgrade on there or just up to one of each matching 20 points. In the latest OP I put four different ones adding up to 20 on there but didn't have an elite talent.

It wouldn't have changed the outcome since I could have put some cheaper stuff on there and gotten them all, but I'd appreciate knowing if I did it right. Thanks!


No. Max of one of each, total of 20 pts (or less)


I'm adding this to page 1. It seems to come up a lot...
lyoncage 14106259

Andrew Parks wrote:

XanderF wrote:

delta_angelfire wrote:

In the pictured situation:

Pararamids wrote:



can ship A fire at ship B?

The closest point between the two ships considering firing arcs is not obstructed, but the closest two points between the bases is obstructed.


More specifically - given a 90 degree fire arc, can ship A fire at ship B?

And does this answer change, without moving either ship, if ship A has a 180 degree fire arc...



...the question is, since page 22-23 of the rulebook (measuring for obstacles) does not mention anything about measuring only 'in arc' (instead if refers several times to just the 'closest point between the bases'), do you use the second example for both situations, and ship A can NEVER fire at ship B.

Or do you use the second example only when ship A has a 180-degree arc, so ship A only has the shot when it has a 90-degree fire arc, but not when it has a 180-degree arc.


You do consider firing arc when making this measurement. Based upon this system, it is the case that the ship with the 180˚ arc is at a disadvantage. We inherited this wording from the previous system (which did not have 180˚ arcs), so that is why this anomalous situation is possible. I don't think it will come up too often, however!

Andrew


But I thought its closest point to closest point...the diagram clearly shows the two closest points of each ship still pass through the planet?

Just my observation but if it works like that then the rules need to be amended.
Andrew Parks 14107543

lyoncage wrote:

Andrew Parks wrote:

XanderF wrote:

delta_angelfire wrote:

In the pictured situation:

Pararamids wrote:



can ship A fire at ship B?

The closest point between the two ships considering firing arcs is not obstructed, but the closest two points between the bases is obstructed.


More specifically - given a 90 degree fire arc, can ship A fire at ship B?

And does this answer change, without moving either ship, if ship A has a 180 degree fire arc...



...the question is, since page 22-23 of the rulebook (measuring for obstacles) does not mention anything about measuring only 'in arc' (instead if refers several times to just the 'closest point between the bases'), do you use the second example for both situations, and ship A can NEVER fire at ship B.

Or do you use the second example only when ship A has a 180-degree arc, so ship A only has the shot when it has a 90-degree fire arc, but not when it has a 180-degree arc.


You do consider firing arc when making this measurement. Based upon this system, it is the case that the ship with the 180˚ arc is at a disadvantage. We inherited this wording from the previous system (which did not have 180˚ arcs), so that is why this anomalous situation is possible. I don't think it will come up too often, however!

Andrew


But I thought its closest point to closest point...the diagram clearly shows the two closest points of each ship still pass through the planet?

Just my observation but if it works like that then the rules need to be amended.


The rules are correct as written in this case. The "Attacking Through Obstacles" section and the "Planet Token" section both say "When measuring range during combat". If you read the section "Range" in the Combat section on page 13, it says very clearly: "To measure range, place the Range 1 end of the range ruler so that it touches the closest part of the attacker's base. Then point the ruler toward the closest part of the target ship's base that is inside the attacker's firing arc."

The rulebook could have made this issue clearer by mentioning the firing arc on pages 22 - 23, no question, but since it specifically refers to measuring range during combat, the rules as written are correct.
eldurand 14107594

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


Richard, you are too clever by far. I think that works, and on turn two, Varel ends up where she needs to be... nice.
mariettabrit 14108815

eldurand wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


Richard, you are too clever by far. I think that works, and on turn two, Varel ends up where she needs to be... nice.


Nah she just wants to take a little space holiday with Weyoun Not sure where they are going... Earth maybe ?
davedujour 14108826

eldurand wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


Richard, you are too clever by far. I think that works, and on turn two, Varel ends up where she needs to be... nice.


And the ship she ends up on gets an Auxiliary Power Token. Not that it matters too much since it's already done it's action for Turn 2, but on Turn 3 it needs to do a green maneuver to clear that.

It is a great way to save 5 points though.
mariettabrit 14109116

davedujour wrote:

eldurand wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


Richard, you are too clever by far. I think that works, and on turn two, Varel ends up where she needs to be... nice.


And the ship she ends up on gets an Auxiliary Power Token. Not that it matters too much since it's already done it's action for Turn 2, but on Turn 3 it needs to do a green maneuver to clear that.

It is a great way to save 5 points though.


Chekov would take care of the aux power
eldurand 14109236

mariettabrit wrote:

davedujour wrote:

eldurand wrote:

mariettabrit wrote:

eldurand wrote:

Kind of - you still pay the +5, but it's offset against the 20 points items on the sideboard. So it costs 10 pts and gives 20 pts, and if you use Varel both her cost and her penalty count towards that 20. At least I think that's what this means...

Andrew Parks wrote:

UPDATE:

My co-designer (who created the Reinforcements Sideboard) got married over the weekend, so he wasn't available for questioning until today.

He confirmed that you do NOT have to pay a Faction Penalty for placing a card on the Reinforcements Sideboard, but that you DO have to pay any "+5" penalties related to placing an Upgrade on a ship other than the one specified on the card.

More importantly, he mentioned that you are only allowed to access the Reinforcements Sideboard once per turn. Similar to the Command Tokens, this line was not printed on the Resource Card.


Right, but if I put Varel on the science vessel and a cheap crew on the sideboard... I can swap varel to sideboard then move her to another ship right ?
no extra +5 as she started on correct ship


Richard, you are too clever by far. I think that works, and on turn two, Varel ends up where she needs to be... nice.


And the ship she ends up on gets an Auxiliary Power Token. Not that it matters too much since it's already done it's action for Turn 2, but on Turn 3 it needs to do a green maneuver to clear that.

It is a great way to save 5 points though.


Chekov would take care of the aux power


Talk about cross-factioning - Weyoun, Varel and Chekov on the same ship. Quite a motley crew!
mariettabrit 14109469
For resources, the FAQ states

RESOURCES
3. Can I use more than one Command Token during the same round?
No, you may use only one Command Token during each game round.

8. May I use the Reinforcements Sideboard more than once per game round?
No, you may only access the cards on the Reinforcements Sideboard once during each game round.

A game round in the book is defined as the activation of all ships by both players, I can only use one command token for the round regardless of the number of ships and activations correct? I think myself and local gaming stores have been doing this wrong, we've been allowing(using) 1 command token for each ship activation.
I assume this goes to the new reinforcement sideboard too, regardless of the number of ships I can only swap/place 1 card from the sideboard during the entire round even if I activate 3 ships?
Just trying to clarify before I work on lists
davedujour 14109736

mariettabrit wrote:

For resources, the FAQ states

RESOURCES
3. Can I use more than one Command Token during the same round?
No, you may use only one Command Token during each game round.

8. May I use the Reinforcements Sideboard more than once per game round?
No, you may only access the cards on the Reinforcements Sideboard once during each game round.

A game round in the book is defined as the activation of all ships by both players, I can only use one command token for the round regardless of the number of ships and activations correct? I think myself and local gaming stores have been doing this wrong, we've been allowing(using) 1 command token for each ship activation.
I assume this goes to the new reinforcement sideboard too, regardless of the number of ships I can only swap/place 1 card from the sideboard during the entire round even if I activate 3 ships?
Just trying to clarify before I work on lists


Yes, only once per round no matter than number of ships. Round starting with the Planning Phase and ending with Cleanup Phase.
Andrew Parks 14109888

davedujour wrote:

mariettabrit wrote:

For resources, the FAQ states

RESOURCES
3. Can I use more than one Command Token during the same round?
No, you may use only one Command Token during each game round.

8. May I use the Reinforcements Sideboard more than once per game round?
No, you may only access the cards on the Reinforcements Sideboard once during each game round.

A game round in the book is defined as the activation of all ships by both players, I can only use one command token for the round regardless of the number of ships and activations correct? I think myself and local gaming stores have been doing this wrong, we've been allowing(using) 1 command token for each ship activation.
I assume this goes to the new reinforcement sideboard too, regardless of the number of ships I can only swap/place 1 card from the sideboard during the entire round even if I activate 3 ships?
Just trying to clarify before I work on lists


Yes, only once per round no matter than number of ships. Round starting with the Planning Phase and ending with Cleanup Phase.


Game round begins with the Planning Phase and ends with the End Phase.
eldurand 14109942

mariettabrit wrote:

I think myself and local gaming stores have been doing this wrong, we've been allowing(using) 1 command token for each ship activation.


Dang! I've been handicapping myself then by playing it right at those stores.
SteRT 14110182
New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.

lyoncage 14110349
Okay yes just re-read it. Huh as Andrew says this will come into play very infrequently.
alepperd 14110494
"Secondary Torpedo Launcher
Attack (Target Lock): Discard this card and spend your target lock to make this attack.

If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack"

Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.
jonnyd76 14110575

alepperd wrote:

"Secondary Torpedo Launcher
Attack (Target Lock): Discard this card and spend your target lock to make this attack.

If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack"

Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


I would assume this falls under the same category of triggering multiple upgrades from one token, ie you can't. (See Breen Aide and Spock) Likewise, you shouldn't be able to trigger multiple "secondary torpedoes" from one torpedo attack.
Magentawolf 14110669

alepperd wrote:


Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


That would be beautiful, but I'm going to go with 'no' as well.
Illyth 14110750
Flagship card question:

If I put a Flagship card with an extra Elite Talent slot on a ship captained by Kirk, does his ability extend to that third elite talent?

James T. Kirk wrote:

Any Federation Elite Talent Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside this card. Each Talent remains face down until you decide to use it, and then it is turned face up for the rest of the game.

Flagship resource card wrote:

5) If there is a bonus Elite Talent Upgrade Slot on your chosen Flagship option, you may choose an Elite Talent Upgrade even if your Captain does not have the Elite Talent icon on the Captain Card.
paulsk 14110864
If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action (similar to Target Lock)?

And if the answer is "no," a followup question: If a player can use a range-limited action, does he have to commit to the target ship before measuring the range (potentially wasting the action if the targeted ship is too far away), or if he commits to the action can he then check which ships are in range before choosing the target ship. The language of EM pulse, for example, is "target a ship at range 1-2."

thanks
delta_angelfire 14111177
When using the follosing flagship resource to give a ship a green maneuver, does that ship get to remove an aux power token?

Flagship (Independent - Dominion)
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.
SteRT 14111306

Magentawolf wrote:

alepperd wrote:


Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


That would be beautiful, but I'm going to go with 'no' as well.


I would definitely say no as you can't make a second attack more than once if you tried discarding another Secondary Torpedoes in the same turn it would be a third attack.
SteRT 14111329

Illyth wrote:

Flagship card question:

If I put a Flagship card with an extra Elite Talent slot on a ship captained by Kirk, does his ability extend to that third elite talent?

James T. Kirk wrote:

Any Federation Elite Talent Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside this card. Each Talent remains face down until you decide to use it, and then it is turned face up for the rest of the game.

Flagship resource card wrote:

5) If there is a bonus Elite Talent Upgrade Slot on your chosen Flagship option, you may choose an Elite Talent Upgrade even if your Captain does not have the Elite Talent icon on the Captain Card.


I would say no as the Talent is being bought for the ship not for Kirk.

I believe this would also mean that you'd have to pay the full cost even if it was Federation and couldn't place it face down.


Edit: Andrew states you can on next page.
Andrew Parks 14111623

SteRT wrote:

New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.
davedujour 14111666

Andrew Parks wrote:

SteRT wrote:

New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.


So does it activate as the first available Faction in the order? A Fed/Independent Flagship would activate as a Fed?
Andrew Parks 14111704

alepperd wrote:

"Secondary Torpedo Launcher
Attack (Target Lock): Discard this card and spend your target lock to make this attack.

If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack"

Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


No. The term "second attack" limits the use of this Upgrade in multiples.
Andrew Parks 14111713

davedujour wrote:

Andrew Parks wrote:

SteRT wrote:

New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.


So does it activate as the first available Faction in the order? A Fed/Independent Flagship would activate as a Fed?


Correct.
Andrew Parks 14111740

Illyth wrote:

Flagship card question:

If I put a Flagship card with an extra Elite Talent slot on a ship captained by Kirk, does his ability extend to that third elite talent?

James T. Kirk wrote:

Any Federation Elite Talent Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside this card. Each Talent remains face down until you decide to use it, and then it is turned face up for the rest of the game.

Flagship resource card wrote:

5) If there is a bonus Elite Talent Upgrade Slot on your chosen Flagship option, you may choose an Elite Talent Upgrade even if your Captain does not have the Elite Talent icon on the Captain Card.


Yes, this is legal, as the new Elite Talent essentially attaches itself to the ship's Captain. Similarly, if the Flagship's Captain is disabled, then the Elite Talent would not be usable.
Andrew Parks 14111763

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action (similar to Target Lock)?


Yes.
Andrew Parks 14111775

delta_angelfire wrote:

When using the follosing flagship resource to give a ship a green maneuver, does that ship get to remove an aux power token?

Flagship (Independent - Dominion)
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


Yes.
batman15 14112453

alepperd wrote:

"Secondary Torpedo Launcher
Attack (Target Lock): Discard this card and spend your target lock to make this attack.

If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack"

Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


What expansion is this card from? I haven't seen it before.
SteRT 14112485
It's in the USS Sutherland OP prize pack.
H00D4M4N 14112497

batman15 wrote:

alepperd wrote:

"Secondary Torpedo Launcher
Attack (Target Lock): Discard this card and spend your target lock to make this attack.

If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack"

Can more than one Secondary Torpedo trigger per turn?

I assume since the text specifically mentions a "second attack" the answer is "no," but I just know someone is going to show up with a Breen cruiser that has 1 Quantum and 3 Secondaries or something and try to pull off an epic torpedo spread.


What expansion is this card from? I haven't seen it before.


It comes with the Sutherland (Month 4 prize kit).
alepperd 14115638

Andrew Parks wrote:

davedujour wrote:

Andrew Parks wrote:

SteRT wrote:

New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.


So does it activate as the first available Faction in the order? A Fed/Independent Flagship would activate as a Fed?


Correct.


How would a (Faction)/Neutral flagship interact with the Unified Fleet Admiral's order? I assume since it becomes dual faction either neutral upgrades or upgrades of the ships faction are both legal.

For example, if I have a Federation ship and use one of the Neutral flagship resources with it, could I put Khan and Spock on this ship and still be in compliance with the Admiral's Order requirement?

Relevant text from Admiral's Order/Unified Force:
"You may deploy this card only if the captain and all upgrades on each of your ships match the faction of the ship itself."

Godzillafreak01 14116452
People of Star Trek Attack Wing, I have one question that is answered in the FAQ, but I would just like double confirmation on this about the Reinforcement Sideboard.

Even though the card says "During the Activation Phase of any round, a player may use a ships action to..." (ect)

The FAQ says that cards on the board can only be accessed once per round.

So for example I have 3 ships, and as an action on each of those ships I could ONLY access the Sideboard with one ship as one action?


If so... Isn't that like, false advertisement? I really had my hopes up for this!
SteRT 14117252

alepperd wrote:

Andrew Parks wrote:

davedujour wrote:

Andrew Parks wrote:

SteRT wrote:

New question regarding the Flagship resources.

More correctly the Independent Flagship options.

The Card states:

"If an independent option is chosen, players may assign any ship as their Flagship, and pay no Faction penalty."

How does this work exactly:

1. The ship keeps becomes Independent faction and then pays no penalty for independent captains and upgrades but now pays them for cards from all other factions.

2. The ship becomes Independent faction and pays no penalty for any cross faction cards.

3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.


So does it activate as the first available Faction in the order? A Fed/Independent Flagship would activate as a Fed?


Correct.


How would a (Faction)/Neutral flagship interact with the Unified Fleet Admiral's order? I assume since it becomes dual faction either neutral upgrades or upgrades of the ships faction are both legal.

For example, if I have a Federation ship and use one of the Neutral flagship resources with it, could I put Khan and Spock on this ship and still be in compliance with the Admiral's Order requirement?

Relevant text from Admiral's Order/Unified Force:
"You may deploy this card only if the captain and all upgrades on each of your ships match the faction of the ship itself."



I would say yes. The ship is Fed and Ind. The Captain is Ind so matches the ships faction while the upgrade is Fed and also matches the ships faction. There is no requirement that the captain has to have the same faction as the upgrades.

SteRT 14117288

Godzillafreak01 wrote:

People of Star Trek Attack Wing, I have one question that is answered in the FAQ, but I would just like double confirmation on this about the Reinforcement Sideboard.

Even though the card says "During the Activation Phase of any round, a player may use a ships action to..." (ect)

The FAQ says that cards on the board can only be accessed once per round.

So for example I have 3 ships, and as an action on each of those ships I could ONLY access the Sideboard with one ship as one action?


If so... Isn't that like, false advertisement? I really had my hopes up for this!


I think the FAQ is just a clarification due to the wording on the card. The wording "...a player may use a ships action..." can be interpreted either as one per ship or just one.

I think of the reinforcements board as only being accessible once and you have to spend a "ship action" as a requirement in the same way that some cards need you to spend a token.
H00D4M4N 14118045
I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?
swingk2121 14118237
OP-4 question about star fleet headquarters.

1)Can you target lock star fleet headquarters, this way you can you torpedoes?

And/or

2)Can you even attack with secondary weapons (Forward disruptors). Some secondary weapons don't require target lock could they be used? Or can you only attack with primary weapons.

Thank you and happy thanksgiving!
Andrew Parks 14118702

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.
swingk2121 14118967
Sidebar question:

If I have a captain on my side bar and a captain on my ship can I change the starting ship captain with the starting side bar captain throughout an organized play event (this does not change my fleet cards just there starting location)?

(Sorry if this has been answered but haven't made it through all 54 pages yet).
H00D4M4N 14119137

swingk2121 wrote:

Sidebar question:

If I have a captain on my side bar and a captain on my ship can I change the starting ship captain with the starting side bar captain throughout an organized play event (this does not change my fleet cards just there starting location)?

(Sorry if this has been answered but haven't made it through all 54 pages yet).


No. Normally when you have a sideboard (for any game) the sideboard is a separate entity that has to be set for the event and doesn't change.
H00D4M4N 14119159

Andrew Parks wrote:

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.


Thanks Andrew! When you say it applies to BoF, do you mean if the flagship has BoF it gets +1 attack, or does it have to be the participating ship? And Happy Thanksgiving.
Andrew Parks 14119295

H00D4M4N wrote:

Andrew Parks wrote:

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.


Thanks Andrew! When you say it applies to BoF, do you mean if the flagship has BoF it gets +1 attack, or does it have to be the participating ship? And Happy Thanksgiving.


I meant for the participating ship. The flagship is the only effect so far that increases the base PWV (although there is a Damage Card that lowers it).

Happy Thanksgiving to you also!

Andrew
H00D4M4N 14119383

Andrew Parks wrote:

H00D4M4N wrote:

Andrew Parks wrote:

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.


Thanks Andrew! When you say it applies to BoF, do you mean if the flagship has BoF it gets +1 attack, or does it have to be the participating ship? And Happy Thanksgiving.


I meant for the participating ship. The flagship is the only effect so far that increases the base PWV (although there is a Damage Card that lowers it).

Happy Thanksgiving to you also!

Andrew


Gotcha. Thanks for the quick response!
beltenebros 14120396
Hi Andrew, thanks again for your support! Wanted to ask a question about Barrage of Fire. I know there have been a lot of questions regarding this already, but I'm not sure if I'm reading it right or not:

FAQ
14. If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).

Does the ship with BoF get bonuses from, for example, Donatra or LE Martok? As I read this, just the 'support' ship's primary attack value isn't affected by those bonuses. But the firing ship would get 4 attack dice, +1 for Donatra, +1 for LE Martok, and +(primary attack value of support ship). Is that correct?
Magentawolf 14120420

beltenebros wrote:


FAQ
14. If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).

Does the ship with BoF get bonuses from, for example, Donatra or LE Martok? As I read this, just the 'support' ship's primary attack value isn't affected by those bonuses. But the firing ship would get 4 attack dice, +1 for Donatra, +1 for LE Martok, and +(primary attack value of support ship). Is that correct?


Any bonuses or penalties to the ship using the BoF are applied as normal.

So, the short answer is 'yes'.
XanderF 14120439

beltenebros wrote:

Does the ship with BoF get bonuses from, for example, Donatra or LE Martok? As I read this, just the 'support' ship's primary attack value isn't affected by those bonuses. But the firing ship would get 4 attack dice, +1 for Donatra, +1 for LE Martok, and +(primary attack value of support ship). Is that correct?


Yup - BoF is treated as any other secondary weapon for those effects.

The FAQ ruling is really just repeating the text on the card - start with that base '4' attack on the card, modified as appropriate for secondary weapons, and then - as it states, simply add the (unmodified) 'primary attack value' of a friendly ship in range 1.

The reason the 'flagship' upgrade is unique for that friendly is that it is NOT a modifier/addition; instead, 'flagship' actually changes the 'primary attack value' of the ship in that role.
Lwrnld 14122794
Apologies if this has been answered but it came up last night in our op3 event.
Incha:- it says discard to perform a manoeuvre as an action. Dies this extra manoeuvre have to be one from your ships dial? Or can I just choose a move and do it?
jmdt784 14123157
Do 2 scan tokens on a ship lower opponent's evades by 1 or 2 dice? Obviously 2 crew/tech can activate at that point.
Chance Gardener 14123466

Lwrnld wrote:

Apologies if this has been answered but it came up last night in our op3 event.
Incha:- it says discard to perform a manoeuvre as an action. Dies this extra manoeuvre have to be one from your ships dial? Or can I just choose a move and do it?

I would say if you can't do a move before using Incha, you can't do that move after using Incha.
It doesn't give your ship any new found movement ability.
Chance Gardener 14123478

jmdt784 wrote:

Do 2 scan tokens on a ship lower opponent's evades by 1 or 2 dice? Obviously 2 crew/tech can activate at that point.

If the 2 scans are from the same attacking ship, then I would think that would reduce the defender's die roll by 2.
But if the scans are from 2 different attacking ships, then the defender would only roll 1 less die roll.

An exception I believe would be BoF: if the 2 ships participating in BoF have scans on a defender, THEN the defender would roll 2 less die.
BeastRabban 14123679

Chance Gardener wrote:

jmdt784 wrote:

Do 2 scan tokens on a ship lower opponent's evades by 1 or 2 dice? Obviously 2 crew/tech can activate at that point.

If the 2 scans are from the same attacking ship, then I would think that would reduce the defender's die roll by 2.
But if the scans are from 2 different attacking ships, then the defender would only roll 1 less die roll.

An exception I believe would be BoF: if the 2 ships participating in BoF have scans on a defender, THEN the defender would roll 2 less die.


From the response I got from Andrew on a different but related BoF question I don't think that a scan on both ships in a BoF would reduce the defenders defense dice by two. While the supporting ship is considered to have attacked, it is not the attacking ship and therefore only the scan on the ship using the BoF would reduce defense dice.
H00D4M4N 14124990

BeastRabban wrote:

Chance Gardener wrote:

jmdt784 wrote:

Do 2 scan tokens on a ship lower opponent's evades by 1 or 2 dice? Obviously 2 crew/tech can activate at that point.

If the 2 scans are from the same attacking ship, then I would think that would reduce the defender's die roll by 2.
But if the scans are from 2 different attacking ships, then the defender would only roll 1 less die roll.

An exception I believe would be BoF: if the 2 ships participating in BoF have scans on a defender, THEN the defender would roll 2 less die.


From the response I got from Andrew on a different but related BoF question I don't think that a scan on both ships in a BoF would reduce the defenders defense dice by two. While the supporting ship is considered to have attacked, it is not the attacking ship and therefore only the scan on the ship using the BoF would reduce defense dice.


That is correct. The second ship is participating in the attack, but it's the first that is making the actual attack. Also if the participating ship is affected by something (i.e. roll two less attack dice this round), it doesn't reduce the BoF attack by two since BoF uses the printed attack value of the ship. However, that second ship still must be able to attack to participate (so "you cannot attack this round" will stop it).
swingk2121 14125114

Lwrnld wrote:

Apologies if this has been answered but it came up last night in our op3 event.
Incha:- it says discard to perform a manoeuvre as an action. Dies this extra manoeuvre have to be one from your ships dial? Or can I just choose a move and do it?


Your ship needs to be able to perform the chosen move.
swingk2121 14125141
Didn't get an answer to this.

OP-4 question about star fleet headquarters.

1)Can you target lock star fleet headquarters, this way you can use your torpedoes?

And/or

2)Can you only attack with secondary weapons (Forward disruptors) that don't require target? Or can you only attack with primary weapons?
Andrew Parks 14126287

swingk2121 wrote:

Didn't get an answer to this.

OP-4 question about star fleet headquarters.

1)Can you target lock star fleet headquarters, this way you can use your torpedoes?

And/or

2)Can you only attack with secondary weapons (Forward disruptors) that don't require target? Or can you only attack with primary weapons?


Yes, you can Target Lock and fire Secondry Weapons at SFHQ.
delta_angelfire 14126343
can you get a range bonus or penalty when firing on OP4 starfleet hq? and if so do you measure to the token or just to the planet?
Andrew Parks 14126532

delta_angelfire wrote:

can you get a range bonus or penalty when firing on OP4 starfleet hq? and if so do you measure to the token or just to the planet?


Yes, I believe so, but you would measure from the token.
Chance Gardener 14126841
Does placing a target lock on the SFHQ trigger the PDTs or is it only attacks on SFHQ that trigger them?
H00D4M4N 14126926

Chance Gardener wrote:

Does placing a target lock on the SFHQ trigger the PDTs or is it only attacks on SFHQ that trigger them?


Just attacks.
Chance Gardener 14127011
If an enemy ship runs "thru" the cloaked minefield card, do they take the damage roll for hitting an obstacle as well as suffer the 3 attack die?
delta_angelfire 14127021
no. it does not count as an obstacle for any purpose other than providing cover. This was answered somewhere earlier in the thread if you want to search for it.
Chance Gardener 14127370
I have searched the FAQ and I can't find a mention of the "obstacle" nature of the minefield causing or not causing damage the way any other obstacle does.

Thought therefore it was a valid question to ask to clarify as the question has come up with mines I've placed that my opponents land on.
delta_angelfire 14127427

Andrew Parks wrote:

dc0nklin wrote:

csimian wrote:

batman15 wrote:

csimian wrote:

davedujour wrote:

csimian wrote:

Andrew Parks wrote:

Yes, the tokens themselves are considered obstacles as per the rulebook.


Interesting.

So if my ship is firing at an opposing ship through the Cloaked Minefield token, that ship would roll 1 extra defensive die. But it would not have that added benefit if my ship was shooting through the Cloaked Mines' area of effect and not the token.

This would also imply that if my ship that laid the Cloaked Mines down moves over the token it would roll an attack die and take any damage rolled. Does that mean if my opponent moves into the Cloaked Minefield and passes through or lands on the token, they roll this one die in addition to the dice from the Card's Text?


Cloaked Minefields specifically say they don't damage friendly ships.



Not quite. It does not address any ship moving through or landing on the token.

"if an enemy ship passes within range 1 of the token.."


Since the token is an obstacle, those rules should technically apply.


wouldn't landing on, or going through still be within range 1 of the token.


It is. That would be activating the card text and the rules for going through (or landing on) an obstacle.

The card text does not contradict the rules for obstacles. It adds an area of effect.

So unless Andrew rules otherwise, I see a ship that goes through the minefield and the token as having to roll 4 attack dice and skips its action that turn.



Andrew, really hoping to get a ruling on this before tonight's OP2.

1. Do enemy ships that pass through or land on the actual cloaked minefield token roll one more die in addition to the dice from the Card's Text and lose an action that turn?

2. What about friendly ships?

3. Also, can you point me to the place in the rules where it says the minefield token is an Obstacle? I can't find it, even in the minefield token section.

Thx.


1. No

2. No

3. Sorry, I was misremembering. The Minefield Token does not act as a normal Obstruction. But it DOES obstruct fire by providing the defender with an additional defense die when it is fired through, as per the final paragraph's text.

Sorry things tend to get buried around here, I only mentioned it because I knew for a fact it was a ruling. Some people aren't satisfied unless andrew himself responds to their questions.
PenguinBonaparte 14128149

Andrew Parks wrote:

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.


But it would only apply to BoF if the flagship is the second ship, not the one initiating it, correct, since BoF dictates a base 4 dice rather than the ship's primary attack?

Also, would this flagship resource buff the 360 of the Enterprise-D since that's also a primary weapon?
H00D4M4N 14128193

PenguinBonaparte wrote:

Andrew Parks wrote:

H00D4M4N wrote:

I have a question about the new flagship cards. The +1 attack bonus -- is that modifying the number on the ship card (i.e. primary weapon), or is it giving +1 attack die with any attack (secondary weapons included)?


This modifies the Primary Weapon Value and yes, this applies to BoF.


But it would only apply to BoF if the flagship is the second ship, not the one initiating it, correct, since BoF dictates a base 4 dice rather than the ship's primary attack?

Also, would this flagship resource buff the 360 of the Enterprise-D since that's also a primary weapon?


1. Correct. The flagship cards change the ship's base stats.

2. No, because the Enterprise-D's 360 attack isn't using the base attack, it says roll 3 attack dice for that ability.
PenguinBonaparte 14128288
I'm just double-checking because it does get the bonus from range 1 as a primary weapon.
H00D4M4N 14128309

PenguinBonaparte wrote:

I'm just double-checking because it does get the bonus from range 1 as a primary weapon.


Right, it's still considered a primary weapon, but the 360 option has its own separate attack. Basically the flagship just changes the red number on the ship card. If it was worded something like "gain +1 attack die when attacking," then it would affect both.
BeastRabban 14128363

H00D4M4N wrote:

PenguinBonaparte wrote:

I'm just double-checking because it does get the bonus from range 1 as a primary weapon.


Right, it's still considered a primary weapon, but the 360 option has its own separate attack. Basically the flagship just changes the red number on the ship card. If it was worded something like "gain +1 attack die when attacking," then it would affect both.


I am sure the Enterprise D 360 degree weapon is a secondary weapon and does not get the benefit of range one or the flagship bonus.
H00D4M4N 14128389

BeastRabban wrote:

H00D4M4N wrote:

PenguinBonaparte wrote:

I'm just double-checking because it does get the bonus from range 1 as a primary weapon.


Right, it's still considered a primary weapon, but the 360 option has its own separate attack. Basically the flagship just changes the red number on the ship card. If it was worded something like "gain +1 attack die when attacking," then it would affect both.


I am sure the Enterprise D 360 degree weapon is a secondary weapon and does not get the benefit of range one or the flagship bonus.


Nope. It's a specialized primary weapon so it gets range bonuses, but it doesn't get the flagship bonus because it specifies a certain number of dice and the flagship just changes the red number on the card.

From the FAQ:

SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.
Andrew Parks 14128401

Chance Gardener wrote:

I have searched the FAQ and I can't find a mention of the "obstacle" nature of the minefield causing or not causing damage the way any other obstacle does.

Thought therefore it was a valid question to ask to clarify as the question has come up with mines I've placed that my opponents land on.


This is covered in the FAQ, Weapon Upgrades #6
Chance Gardener 14130099
Thank you delta_angelfire and Andrew.
I was searching on "cloaked mines" and didn't think to search for "minefield" instead.

Appreciate the clarification.
Chance Gardener 14130119
Question regarding the Ultritium explosives card.

Card text
ACTION: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields.
Discard this card and 1 of your crew upgrades to inflict 1 critical hit against the target ship.

Does the ship you target have to be within your firing arc?
Or can they be behind or besides you when you activate the explosives?
H00D4M4N 14130706

Chance Gardener wrote:

Question regarding the Ultritium explosives card.

Card text
ACTION: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields.
Discard this card and 1 of your crew upgrades to inflict 1 critical hit against the target ship.

Does the ship you target have to be within your firing arc?
Or can they be behind or besides you when you activate the explosives?


The target just needs to be within range. Normally if there is a firing arc restriction the card would specify such.
paulsk 14130724

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action (similar to Target Lock)?

And if the answer is "no," a followup question: If a player can use a range-limited action, does he have to commit to the target ship before measuring the range (potentially wasting the action if the targeted ship is too far away), or if he commits to the action can he then check which ships are in range before choosing the target ship. The language of EM pulse, for example, is "target a ship at range 1-2."

thanks


bump
delta_angelfire 14130791

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action?


Yes

=======

Just wanted to check if there was a misprint of some sort: Is Gul Dukat supposed to be a 7 skill captain that costs 5 points to deploy?

I was updating the card spoiler and he's the only one who breaks the pattern that 7 skill captain are 4 points and 8 skill captains are 5 points.
alepperd 14131215
If I have a scan token next to my ship, could I use it an attack phase to trigger a card such as Breen Aide or Dimitri Veltane, then use Disobey Orders to exchange it for a battlestations token and spend that token to convert my battlestations results to hits?

Disobey Orders (Elite Talent)
2 points
You may discard this card at any time to replace 1 [evade][scan] or [battlestations] token next to your ship with a [evade][scan] or [battlestations] token.


Edit: Presumably the target's evade dice would not be affected in this case as the scan token would no longer be present during their roll defense dice step.
lyoncage 14131350

delta_angelfire wrote:

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action?


Yes

=======

Just wanted to check if there was a misprint of some sort: Is Gul Dukat supposed to be a 7 skill captain that costs 5 points to deploy?

I was updating the card spoiler and he's the only one who breaks the pattern that 7 skill captain are 4 points and 8 skill captains are 5 points.


I think that they are putting the importance of a free action as a higher cost. So I don't think its a typo.
swingk2121 14131413
Yes Gul Dukat is supposed to be a 7, his ability is similar to JEan Luc Picards ability, which is why he breaks the trend.
delta_angelfire 14131706

swingk2121 wrote:

Yes Gul Dukat is supposed to be a 7, his ability is similar to JEan Luc Picards ability, which is why he breaks the trend.


Even though picard who does the similar thing doesn't break the trend? That seems like sketchy evidence to me. You make it sound like you were on the design team for this card.
paulsk 14131816

delta_angelfire wrote:

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action?


Yes



Based on what? I don't see an answer in the main rules, and it can easily be argued the other way since Target Lock, for example, has express language specific to that action about pre-measuring, suggesting that by default you cannot.
delta_angelfire 14131911
rules pg 11 (Sensor Echo): for the sensor echo action, you are also allowed to measure before you commit to the action

rules pg 12 (Declare Target): "A player may verify that these conditions are met before declaring a target" Referencing attacks, but quoting for precedence

pg 8 (Choosing a maneuver): "During the planning phase, players may not use maneuver templates to "test" where they will end up." This is the only place I Can find in the rule book wheree pre-measuring is strictly forbidden. There is also no part of the rules that say "If your target is out of range you lose your action" or similar.

There is great precedent for premeasuring when not maneuvering. I can assure you that 99% of the players here premeasure their actions. While it is not strictly said yet until Andrew chimes in, further precedents have been set in previous flight path system games as well.
davedujour 14134590

paulsk wrote:

delta_angelfire wrote:

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action?


Yes



Based on what? I don't see an answer in the main rules, and it can easily be argued the other way since Target Lock, for example, has express language specific to that action about pre-measuring, suggesting that by default you cannot.


I think you misread the rules on pre-measuring before acquiring a Target Lock. From page 11, second column, under "Acquire a Target Lock"

When measuring the range for a Target Lock, the player may measure 360[degrees] from the active ship. The active player may measure to see if an enemy ship is within range before committing to this Action.

bold mine

You can measure range before committing to an Action or Attack, but you cannot measure maneuvers.
davedujour 14134600

alepperd wrote:

If I have a scan token next to my ship, could I use it an attack phase to trigger a card such as Breen Aide or Dimitri Veltane, then use Disobey Orders to exchange it for a battlestations token and spend that token to convert my battlestations results to hits?

Disobey Orders (Elite Talent)
2 points
You may discard this card at any time to replace 1 [evade][scan] or [battlestations] token next to your ship with a [evade][scan] or [battlestations] token.


Edit: Presumably the target's evade dice would not be affected in this case as the scan token would no longer be present during their roll defense dice step.


The Scan token isn't removed until the End Phase. pg 10, "Scan", second paragraph
It is not removed if used to trigger a card.
Andrew Parks 14134773

delta_angelfire wrote:

paulsk wrote:

If a ship can perform a non-standard Action that is range-limited, for example using an EM Pulse, can the player measure to see what ships are in range before committing to the action?


Yes

=======

Just wanted to check if there was a misprint of some sort: Is Gul Dukat supposed to be a 7 skill captain that costs 5 points to deploy?

I was updating the card spoiler and he's the only one who breaks the pattern that 7 skill captain are 4 points and 8 skill captains are 5 points.


Not a misprint. His text warranted a slightly higher cost.
Andrew Parks 14134783

delta_angelfire wrote:

rules pg 11 (Sensor Echo): for the sensor echo action, you are also allowed to measure before you commit to the action

rules pg 12 (Declare Target): "A player may verify that these conditions are met before declaring a target" Referencing attacks, but quoting for precedence

pg 8 (Choosing a maneuver): "During the planning phase, players may not use maneuver templates to "test" where they will end up." This is the only place I Can find in the rule book wheree pre-measuring is strictly forbidden. There is also no part of the rules that say "If your target is out of range you lose your action" or similar.

There is great precedent for premeasuring when not maneuvering. I can assure you that 99% of the players here premeasure their actions. While it is not strictly said yet until Andrew chimes in, further precedents have been set in previous flight path system games as well.


Will is correct, there's no problem measuring with your Range Ruler before using an ability.
Andrew Parks 14134797

alepperd wrote:

If I have a scan token next to my ship, could I use it an attack phase to trigger a card such as Breen Aide or Dimitri Veltane, then use Disobey Orders to exchange it for a battlestations token and spend that token to convert my battlestations results to hits?

Disobey Orders (Elite Talent)
2 points
You may discard this card at any time to replace 1 [evade][scan] or [battlestations] token next to your ship with a [evade][scan] or [battlestations] token.


Edit: Presumably the target's evade dice would not be affected in this case as the scan token would no longer be present during their roll defense dice step.


Yes, I believe this is legal.
PaladinH 14138388
The captain Worf card reads:
"When attacking, you may re-roll all of your blank results once."

When you get two attacks (i.e. from Koranak ability or missile launchers) would captain Worf be able to use this ability on each attack?
delta_angelfire 14138509
For Secondary Torpedo Launchers, If I have multiple secondary Torpedo Launchers, can I activate them in succession? (for example, if I have 3 copies on the Gor Portas)

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack "
MattHawke 14138550

delta_angelfire wrote:

For Secondary Torpedo Launchers, If I have multiple secondary Torpedo Launchers, can I activate them in succession? (for example, if I have 3 copies on the Gor Portas)

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship at -1 attack die. you do not need to spend a second target lock to make the extra attack "


No.

A few pages back here: http://boardgamegeek.com/article/14111704#14111704
delta_angelfire 14138738
If a vessel gains the (cloak) action (like when a D7 is given the Flagship resource), does it automatically gain the (sensor echo) action as well?
H00D4M4N 14139603

PaladinH wrote:

The captain Worf card reads:
"When attacking, you may re-roll all of your blank results once."

When you get two attacks (i.e. from Koranak ability or missile launchers) would captain Worf be able to use this ability on each attack?


Yes. Each is an attack, so his text would apply.
H00D4M4N 14139622

delta_angelfire wrote:

If a vessel gains the (cloak) action (like when a D7 is given the Flagship resource), does it automatically gain the (sensor echo) action as well?


I wouldn't think so since it doesn't specify that the ship also gains Sensor Echo, but the two actions are intertwined with one another so a clarification is probably best.
hockeyjedi 14140085
Is a discarded SAM token removed from the game or reusable? The op 3 instructions are specific about the troops begin removed, but, the mines are just said to be "discarded". Please help ASAP, as I am in the middle of running my event right now.
Blipvert 14140118
A ship with Phased Polaron Beams hits a ship. The text says the hits ignore shields and hit the hull. Now in this case the Kraxon is within 1 of the ship hit. Can the Kraxon take the hits on its shields? We played it as yes
Andrew Parks 14140120

delta_angelfire wrote:

If a vessel gains the (cloak) action (like when a D7 is given the Flagship resource), does it automatically gain the (sensor echo) action as well?


No.
Andrew Parks 14140126

Blipvert wrote:

A ship with Phased Polaron Beams hits a ship. The text says the hits ignore shields and hit the hull. Now in this case the Kraxon is within 1 of the ship hit. Can the Kraxon take the hits on its shields? We played it as yes


Yes.
metz 14140135

hockeyjedi wrote:

Is a discarded SAM token removed from the game or reusable? The op 3 instructions are specific about the troops begin removed, but, the mines are just said to be "discarded". Please help ASAP, as I am in the middle of running my event right now.


We played it as removing the mines after use just like the troops since it said to discard the token.
Andrew Parks 14140141

hockeyjedi wrote:

Is a discarded SAM token removed from the game or reusable? The op 3 instructions are specific about the troops begin removed, but, the mines are just said to be "discarded". Please help ASAP, as I am in the middle of running my event right now.


Each SAM is only usable once per game.

Andrew
hockeyjedi 14140550

Andrew Parks wrote:

hockeyjedi wrote:

Is a discarded SAM token removed from the game or reusable? The op 3 instructions are specific about the troops begin removed, but, the mines are just said to be "discarded". Please help ASAP, as I am in the middle of running my event right now.


Each SAM is only usable once per game.

Andrew


Youdaman!! Thank you, Andrew!!
tb55555 14140802
For the OP month 4 scenario, does star fleet HQ token act as an opposing ship for game text purposes? (Cloaked mines, etc)
Andrew Parks 14140830

tb55555 wrote:

For the OP month 4 scenario, does star fleet HQ token act as an opposing ship for game text purposes? (Cloaked mines, etc)


Yes.
docvulcan 14140882

Andrew Parks wrote:

tb55555 wrote:

For the OP month 4 scenario, does star fleet HQ token act as an opposing ship for game text purposes? (Cloaked mines, etc)


Yes.


So I assume that I can target lock the HQ then?

Just checking =)
Andrew Parks 14140892

docvulcan wrote:

Andrew Parks wrote:

tb55555 wrote:

For the OP month 4 scenario, does star fleet HQ token act as an opposing ship for game text purposes? (Cloaked mines, etc)


Yes.


So I assume that I can target lock the HQ then?

Just checking =)


Yes, I think I answered this recently.
Chance Gardener 14140904
So this question is concerning the rules surrounding what happens to an opponents ship when they perform a red maneuver while under auxiliary power.
I know that if they are near the playing area edge that you can fling them thru the energy barrier and so remove them from the game.

But my question is for when they are near the planet and pull a red while under auxiliary power.
Can you "crash" them into the planet and so either destroy them outright (arrrrrgh, our engines have failed and we are going down captain!!!) or at least make them have to roll for damage as per the obstacle rules for other obstacles?
Or do they just go as far as the planet and then stop at that point along the movement template chosen?

I'm assuming they just stop at the planet token edge but I wanted to ask to be sure.
davedujour 14141027

Chance Gardener wrote:

So this question is concerning the rules surrounding what happens to an opponents ship when they perform a red maneuver while under auxiliary power.
I know that if they are near the playing area edge that you can fling them thru the energy barrier and so remove them from the game.

But my question is for when they are near the planet and pull a red while under auxiliary power.
Can you "crash" them into the planet and so either destroy them outright (arrrrrgh, our engines have failed and we are going down captain!!!) or at least make them have to roll for damage as per the obstacle rules for other obstacles?
Or do they just go as far as the planet and then stop at that point along the movement template chosen?

I'm assuming they just stop at the planet token edge but I wanted to ask to be sure.


They would just stop at the edge just like normal collisions with the planet rules.
davedujour 14141069
Is the Planet Token considered an Obstacle for taking damage, or any other, purposes? Does hitting or moving through the Planet Token force the player to roll an attack die per step 2 under "Moving Into and Through Obstacles" on page 22?
Magentawolf 14141097

davedujour wrote:

Is the Planet Token considered an Obstacle for taking damage, or any other, purposes? Does hitting or moving through the Planet Token force the player to roll an attack die per step 2 under "Moving Into and Through Obstacles" on page 22?


No. You stop at the edge, and lose your action. Check that section of the rulebook again.
davedujour 14141120

Magentawolf wrote:

davedujour wrote:

Is the Planet Token considered an Obstacle for taking damage, or any other, purposes? Does hitting or moving through the Planet Token force the player to roll an attack die per step 2 under "Moving Into and Through Obstacles" on page 22?


No. You stop at the edge, and lose your action. Check that section of the rulebook again.


That part I understand, but it's unclear if it's an Obstacle or not. It falls under the "Obstacles" section of the rule book and I've had people play both ways.

And what if I pass over/cross the edge of the planet? Do I still lose my action?

If it's an Obstacle, then yes, I would lose my action and roll for damage even though I ended up on the "other side" (not on the planet at all). If it's not an Obstacle, just an obstruction, then no, just stop & lose my action.
Chance Gardener 14141188
On the "pass over/cross thru" question, that was answered by Andrew that as long as your base is not touching the planet you are ok.

It represents your ship "orbiting" the planet as a 2D representation of a 3D action.
So you can "fly thru" a planet (really just you orbiting 'underneath' the token to appear on the other side).
Chance Gardener 14141201

Magentawolf wrote:

davedujour wrote:

Is the Planet Token considered an Obstacle for taking damage, or any other, purposes? Does hitting or moving through the Planet Token force the player to roll an attack die per step 2 under "Moving Into and Through Obstacles" on page 22?


No. You stop at the edge, and lose your action. Check that section of the rulebook again.

That is what I am assuming occurs.
It's just that I want to crash a ship into the planet if my opponent does a red maneuver next to it while on auxiliary power.

Imagine the angst you would cause if you could do that.
davedujour 14141402

Chance Gardener wrote:

On the "pass over/cross thru" question, that was answered by Andrew that as long as your base is not touching the planet you are ok.

It represents your ship "orbiting" the planet as a 2D representation of a 3D action.
So you can "fly thru" a planet (really just you orbiting 'underneath' the token to appear on the other side).


Can you please quote the relevant post because it's not in the FAQ itself and I can't find reference to that ruling in this thread.

This is how I've always played it but I'd like "official" answer to show others.
Chance Gardener 14141486
Cloak upgrade cards.
I've seen it mentioned elsewhere that a ship that cloaks can't sensor echo unless it somehow has the sensor echo icon. That it can cloak but not echo.

Yet the text on the Cloaking upgrade cards for Defiant and Koranak both say they can perform the sensor echo action while cloaked.

Text: ...While you have a cloak token beside your ship, you may perform the Sensor Echo Action even if this card is disabled...

I'm assuming the rule that the card trumps other rules comes into play here and you can sensor echo a cloaked Defiant or cloaked Koranak.

Is that correct?
Chance Gardener 14141581

davedujour wrote:

Chance Gardener wrote:

On the "pass over/cross thru" question, that was answered by Andrew that as long as your base is not touching the planet you are ok.

It represents your ship "orbiting" the planet as a 2D representation of a 3D action.
So you can "fly thru" a planet (really just you orbiting 'underneath' the token to appear on the other side).


Can you please quote the relevant post because it's not in the FAQ itself and I can't find reference to that ruling in this thread.

This is how I've always played it but I'd like "official" answer to show others.


Andrew Parks wrote:

Chance Gardener wrote:

1.Can you fly "thru" a planet token if you have enough movement range?

2.If so, would that count as an obstacle hit? IE roll one die for damage and lose your actions that turn?


1. Yes

2. No, it represents that you circled around the planet successfully in 3D space.


Or: http://boardgamegeek.com/article/13802907#13802907
Magentawolf 14141723

Chance Gardener wrote:

Cloak upgrade cards.
I've seen it mentioned elsewhere that a ship that cloaks can't sensor echo unless it somehow has the sensor echo icon. That it can cloak but not echo.

Yet the text on the Cloaking upgrade cards for Defiant and Koranak both say they can perform the sensor echo action while cloaked.

Text: ...While you have a cloak token beside your ship, you may perform the Sensor Echo Action even if this card is disabled...

I'm assuming the rule that the card trumps other rules comes into play here and you can sensor echo a cloaked Defiant or cloaked Koranak.

Is that correct?


Right. The Cloaking Device upgrade grants the ability to use Sensor Echo action while cloaked, despite not having that action in that ships action bar.
davedujour 14142147

Chance Gardener wrote:

davedujour wrote:

Chance Gardener wrote:

On the "pass over/cross thru" question, that was answered by Andrew that as long as your base is not touching the planet you are ok.

It represents your ship "orbiting" the planet as a 2D representation of a 3D action.
So you can "fly thru" a planet (really just you orbiting 'underneath' the token to appear on the other side).


Can you please quote the relevant post because it's not in the FAQ itself and I can't find reference to that ruling in this thread.

This is how I've always played it but I'd like "official" answer to show others.


Andrew Parks wrote:

Chance Gardener wrote:

1.Can you fly "thru" a planet token if you have enough movement range?

2.If so, would that count as an obstacle hit? IE roll one die for damage and lose your actions that turn?


1. Yes

2. No, it represents that you circled around the planet successfully in 3D space.


Or: http://boardgamegeek.com/article/13802907#13802907


Thanks!
tb55555 14144129
Last night we were playing and came up with a question. We were using he DS9 token like in the OP1 (not owned by anyone and can be taken over). Part way though the game I took a turn near the edge of DS9 and decided to attack the station by dropping antimatter mines on it. Now I would assume that the first turn is an attack with the mines so it will damage the station. But on the next turn would the mines roll to damage the station since the station doesn't move? Does this attack count as an attack from my ship on the next turn or would it be coming from the mine token itself?

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
H00D4M4N 14144622

Chance Gardener wrote:

Cloak upgrade cards.
I've seen it mentioned elsewhere that a ship that cloaks can't sensor echo unless it somehow has the sensor echo icon. That it can cloak but not echo.

Yet the text on the Cloaking upgrade cards for Defiant and Koranak both say they can perform the sensor echo action while cloaked.

Text: ...While you have a cloak token beside your ship, you may perform the Sensor Echo Action even if this card is disabled...

I'm assuming the rule that the card trumps other rules comes into play here and you can sensor echo a cloaked Defiant or cloaked Koranak.

Is that correct?


Not really. Those specifically say they get both actions. The flagship cards that give Cloak don't say anything at all about Sensor Echo. That's why they don't get it.
jonnyd76 14144625

tb55555 wrote:

Last night we were playing and came up with a question. We were using he DS9 token like in the OP1 (not owned by anyone and can be taken over). Part way though the game I took a turn near the edge of DS9 and decided to attack the station by dropping antimatter mines on it. Now I would assume that the first turn is an attack with the mines so it will damage the station. But on the next turn would the mines roll to damage the station since the station doesn't move? Does this attack count as an attack from my ship on the next turn or would it be coming from the mine token itself?

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


There really aren't many rules for the space station. The question is, is DS9 a "ship?" The Mines will fire again if a ship doesn't clear them the next turn, and the turn after that... etc.
davedujour 14145008

jonnyd76 wrote:

tb55555 wrote:

Last night we were playing and came up with a question. We were using he DS9 token like in the OP1 (not owned by anyone and can be taken over). Part way though the game I took a turn near the edge of DS9 and decided to attack the station by dropping antimatter mines on it. Now I would assume that the first turn is an attack with the mines so it will damage the station. But on the next turn would the mines roll to damage the station since the station doesn't move? Does this attack count as an attack from my ship on the next turn or would it be coming from the mine token itself?

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


There really aren't many rules for the space station. The question is, is DS9 a "ship?" The Mines will fire again if a ship doesn't clear them the next turn, and the turn after that... etc.


DS9 is a ship. In the FAQ under OP Tournament - Month 1, Answer #8 includes this:
• DS9 and all space stations used in Missions are considered "ships" for purposes of card text. However, card text that causes a space station to move is ineffective.

Antimatter mines are an easy way to destroy DS9.
alepperd 14145038

tb55555 wrote:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


I would rule AM Mines can only attack DS9 once, when they are dropped on it. "If you place this on a ship" is a condition that you can fulfill by attacking directly with the mines. "If a ship enters the minefield" is the other condition they deal damage on, and DS9 is categorically incapable of "entering" any minefield, obstacle, or other map element-- because it doesn't move at all.
mugato 14146985
Can a ship with Spock, Dmitri Valtane and/or Geordi all use their abilities off a single scan token? None of them are actually spending the scan token so you are not actually using the scan token. I understand that if they required spending it, only one would work, but as long as the token is still on the ship, do all their abilities work?
Magentawolf 14147036

mugato wrote:

Can a ship with Spock, Dmitri Valtane and/or Geordi all use their abilities off a single scan token? None of them are actually spending the scan token so you are not actually using the scan token. I understand that if they required spending it, only one would work, but as long as the token is still on the ship, do all their abilities work?


No.

Only one ability may trigger off of any single token. If you had two scan tokens, then you could trigger both Geordi and Spock, etc.
Magentawolf 14147071

alepperd wrote:

tb55555 wrote:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


I would rule AM Mines can only attack DS9 once, when they are dropped on it. "If you place this on a ship" is a condition that you can fulfill by attacking directly with the mines. "If a ship enters the minefield" is the other condition they deal damage on, and DS9 is categorically incapable of "entering" any minefield, obstacle, or other map element-- because it doesn't move at all.


The problem with that, though, is that the station remains in the minefield during its next turn. Given the rules for obstacles, IE: if you remain overlapping it, it hits you again, DS9 will continue to roll for the mines every turn.
anyGould 14147235

Magentawolf wrote:

alepperd wrote:

tb55555 wrote:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


I would rule AM Mines can only attack DS9 once, when they are dropped on it. "If you place this on a ship" is a condition that you can fulfill by attacking directly with the mines. "If a ship enters the minefield" is the other condition they deal damage on, and DS9 is categorically incapable of "entering" any minefield, obstacle, or other map element-- because it doesn't move at all.


The problem with that, though, is that the station remains in the minefield during its next turn. Given the rules for obstacles, IE: if you remain overlapping it, it hits you again, DS9 will continue to roll for the mines every turn.


This, along with the aux power token issue, indicates to me that there probably should be some different rules for stationary objects.
H00D4M4N 14147662

mugato wrote:

Can a ship with Spock, Dmitri Valtane and/or Geordi all use their abilities off a single scan token? None of them are actually spending the scan token so you are not actually using the scan token. I understand that if they required spending it, only one would work, but as long as the token is still on the ship, do all their abilities work?


This is explained on page 22 of the rulebook (and uses Geordi and Spock as specific examples to boot).
Andrew Parks 14148158

anyGould wrote:

Magentawolf wrote:

alepperd wrote:

tb55555 wrote:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.


I would rule AM Mines can only attack DS9 once, when they are dropped on it. "If you place this on a ship" is a condition that you can fulfill by attacking directly with the mines. "If a ship enters the minefield" is the other condition they deal damage on, and DS9 is categorically incapable of "entering" any minefield, obstacle, or other map element-- because it doesn't move at all.


The problem with that, though, is that the station remains in the minefield during its next turn. Given the rules for obstacles, IE: if you remain overlapping it, it hits you again, DS9 will continue to roll for the mines every turn.


This, along with the aux power token issue, indicates to me that there probably should be some different rules for stationary objects.


For now, DS9 would receive damage every turn from the Antimatter Mines. We will probably update special rules for space stations sometime in the near future.
hockeyjedi 14148258

Andrew Parks wrote:


For now, DS9 would receive damage every turn from the Antimatter Mines. We will probably update special rules for space stations sometime in the near future.


Perhaps in time for OP 6, as DS9 returns in that scenario and the rules aren't online yet... whistle
davedujour 14148292

hockeyjedi wrote:

Andrew Parks wrote:


For now, DS9 would receive damage every turn from the Antimatter Mines. We will probably update special rules for space stations sometime in the near future.


Perhaps in time for OP 6, as DS9 returns in that scenario and the rules aren't online yet... whistle


Although the OWPs return in OP 5 and can be destroyed this time. Clarification will probably be needed before OP5 starts in February.
anyGould 14148499

Andrew Parks wrote:


For now, DS9 would receive damage every turn from the Antimatter Mines. We will probably update special rules for space stations sometime in the near future.


Hmm. I may need to change my OP1 plan... devil

hockeyjedi 14148525

davedujour wrote:

hockeyjedi wrote:

Andrew Parks wrote:


For now, DS9 would receive damage every turn from the Antimatter Mines. We will probably update special rules for space stations sometime in the near future.


Perhaps in time for OP 6, as DS9 returns in that scenario and the rules aren't online yet... whistle


Although the OWPs return in OP 5 and can be destroyed this time. Clarification will probably be needed before OP5 starts in February.


Oh the hell with those things... NOBODY will argue to make them mine-proof! laugh

mugato 14148862

H00D4M4N wrote:

mugato wrote:

Can a ship with Spock, Dmitri Valtane and/or Geordi all use their abilities off a single scan token? None of them are actually spending the scan token so you are not actually using the scan token. I understand that if they required spending it, only one would work, but as long as the token is still on the ship, do all their abilities work?


This is explained on page 22 of the rulebook (and uses Geordi and Spock as specific examples to boot).


Thanks for the specific reference & page. It helps a lot trying to get a handle on the complete rules.
Novacat 14152387
8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.

Just want to comment on this change to the functionality of the card. This is a MAJOR change from the card as written, to the extent that it changed from being fundamental to my OP4 fleet to being unusable.

I'm wondering if there will be any additional effort to prevent these kinds of rules omissions in the future. If I had assembled the fleet thinking it worked as written, then this restriction was made known to me after my fleet list was submitted, it would cost me the tournament.
dc0nklin 14152480

Novacat wrote:

8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.

Just want to comment on this change to the functionality of the card. This is a MAJOR change from the card as written, to the extent that it changed from being fundamental to my OP4 fleet to being unusable.

I'm wondering if there will be any additional effort to prevent these kinds of rules omissions in the future. If I had assembled the fleet thinking it worked as written, then this restriction was made known to me after my fleet list was submitted, it would cost me the tournament.


Of all the rulings in this FAQ (and there are a bunch) this is the one that I had the hardest time with. So I feel your pain...

Important to note this was not a "change" but was an omission on the original card text according to Andrews ruling way back on Oct 28:
http://boardgamegeek.com/article/13817429#13817429

I think the sideboard is still usable, you just have to slow play the first few turns to get things set up right. Hopefully your opponent cooperates.
Novacat 14152482
Two quick questions about the In'Cha elite talent.

1. When I use this talent, can I choose ANY maneuver template (and possibly a come-about maneuver), or does it need to be one of the maneuvers on the ship's maneuver dial?

2. If I select a maneuver that's a red maneuver for the ship, does it cause an Auxillary Power token to be placed?
davedujour 14152497

dc0nklin wrote:

Novacat wrote:

8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.

Just want to comment on this change to the functionality of the card. This is a MAJOR change from the card as written, to the extent that it changed from being fundamental to my OP4 fleet to being unusable.

I'm wondering if there will be any additional effort to prevent these kinds of rules omissions in the future. If I had assembled the fleet thinking it worked as written, then this restriction was made known to me after my fleet list was submitted, it would cost me the tournament.


Of all the rulings in this FAQ (and there are a bunch) this is the one that I had the hardest time with. So I feel your pain...

Important to note this was not a "change" but was an omission on the original card text according to Andrews ruling way back on Oct 28:
http://boardgamegeek.com/article/13817429#13817429

I think the sideboard is still usable, you just have to slow play the first few turns to get things set up right. Hopefully your opponent cooperates.


Don't use the Sideboard as "extra space" and slow play the first few rounds to load up your ships. Use it as "alternate space" to help counter different types of fleets or reinforce after some of the "discard to use" items are done. Up against cloaks & won't get a Target Lock for the Q-torps? Exchange for the Antimatter Mines on the Sideboard. Discarded Barrage of Fire? How about Concussive Charges. Got an Injured Captain crit? Bring in Mirok to heal up your main Captain & remove some damage.
Andrew Parks 14153791

Novacat wrote:

Two quick questions about the In'Cha elite talent.

1. When I use this talent, can I choose ANY maneuver template (and possibly a come-about maneuver), or does it need to be one of the maneuvers on the ship's maneuver dial?

2. If I select a maneuver that's a red maneuver for the ship, does it cause an Auxillary Power token to be placed?


1. It must be on your Maneuver Dial.

2. Yes.
csimian 14154814
Note: I am having problems with the "Printer Friendly Version". It only shows posts up to Nov 8th

Admiral's Orders: United Force and Independent Flagship Resources

From Admiral's Orders: United Force:

You may deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself


Since the Independent Flagship card is a Resource, can you use the AO: United Force with a Independent Resource?
fastback64 14154843

davedujour wrote:

dc0nklin wrote:

Novacat wrote:

8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.

Just want to comment on this change to the functionality of the card. This is a MAJOR change from the card as written, to the extent that it changed from being fundamental to my OP4 fleet to being unusable.

I'm wondering if there will be any additional effort to prevent these kinds of rules omissions in the future. If I had assembled the fleet thinking it worked as written, then this restriction was made known to me after my fleet list was submitted, it would cost me the tournament.


Of all the rulings in this FAQ (and there are a bunch) this is the one that I had the hardest time with. So I feel your pain...

Important to note this was not a "change" but was an omission on the original card text according to Andrews ruling way back on Oct 28:
http://boardgamegeek.com/article/13817429#13817429

I think the sideboard is still usable, you just have to slow play the first few turns to get things set up right. Hopefully your opponent cooperates.


Don't use the Sideboard as "extra space" and slow play the first few rounds to load up your ships. Use it as "alternate space" to help counter different types of fleets or reinforce after some of the "discard to use" items are done. Up against cloaks & won't get a Target Lock for the Q-torps? Exchange for the Antimatter Mines on the Sideboard. Discarded Barrage of Fire? How about Concussive Charges. Got an Injured Captain crit? Bring in Mirok to heal up your main Captain & remove some damage.


One of the best moves I made with mine is pulling Antimatter mines only when I was in position to use them as an attack.
Move past the enemy, action: pull mines from sideboard, attack: place mines, result...BAM! Cloak this!
hockeyjedi 14155018
I never took the sideboard to be "trunk space" to carry extra gear, but rather more like Batman's Utility Belt, where you have just the right tool for the job, IF you need it.
H00D4M4N 14155218

csimian wrote:

Note: I am having problems with the "Printer Friendly Version". It only shows posts up to Nov 8th

Admiral's Orders: United Force and Independent Flagship Resources

From Admiral's Orders: United Force:

You may deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself


Since the Independent Flagship card is a Resource, can you use the AO: United Force with a Independent Resource?


Should be able to. Andrew has already ruled that the independent flagship would make a faction ship dual faction (independent + whatever the faction of the ship is).
rolkinar 14155908
Hi i've got a question about the "United Force" Admirals order specifically with the following line:-

1) During Set-up, you may spend an additional 10 sp on upgrades....etc

what is meant by "Set-up"???? does this mean at the begining of the tournament or at the beginning of each game/round as if its that latter i can see this being rather abused for list tailoring.
hockeyjedi 14156224

rolkinar wrote:

Hi i've got a question about the "United Force" Admirals order specifically with the following line:-

1) During Set-up, you may spend an additional 10 sp on upgrades....etc

what is meant by "Set-up"???? does this mean at the begining of the tournament or at the beginning of each game/round as if its that latter i can see this being rather abused for list tailoring.


During fleet building, if your fleet is built to meet the requirements of the card, you may spend 110 points building your fleet, provided that at least 10 points are dedicated to upgrades. So, no 110 pt "ships equipped with only a captain" swarms. For example, it's the difference between an 8 ship and a 9 ship Romulan science vessel swarm. 96 for 8, 108 for 9.
eldurand 14156307

rolkinar wrote:

Hi i've got a question about the "United Force" Admirals order specifically with the following line:-

1) During Set-up, you may spend an additional 10 sp on upgrades....etc

what is meant by "Set-up"???? does this mean at the begining of the tournament or at the beginning of each game/round as if its that latter i can see this being rather abused for list tailoring.


"During set-up" means at the start of the tournament. Once a list is set for the tournament, it cannot be changed between games. The same is true, for example, with command tokens. The five you start with are the five you keep throughout the tourney. Ya gotta dance with the one that brung ya.
Andrew Parks 14156890

csimian wrote:

Note: I am having problems with the "Printer Friendly Version". It only shows posts up to Nov 8th

Admiral's Orders: United Force and Independent Flagship Resources

From Admiral's Orders: United Force:

You may deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself


Since the Independent Flagship card is a Resource, can you use the AO: United Force with a Independent Resource?


Yes.
PhatRam32 14165859
I posted this same question in the rules section so apologize in advance for double post:

Are Command Tokens allowed to be used on the planet for Month 3 OP?
DonMegel 14165999
Using the enterprise d special ability, if I have the Federation flag ship card and scotty, can I fire with 6 dice in any direction?
delta_angelfire 14166005
only the ones that specifically modify attack or defense dice. as usual, ship token/actions do not affect the surface. They affect Troop attacks, and they *probably* affect mine attacks but I don't recal ever getting that part cleared up.
hockeyjedi 14166008

PhatRam32 wrote:

I posted this same question in the rules section so apologize in advance for double post:

Are Command Tokens allowed to be used on the planet for Month 3 OP?


Only the ones that directly affect dice. Not the ship action ones, like Battlestations and evade.

And the ones that add a die, still cannot exceed 4 dice for the ground war.
delta_angelfire 14166027

DonMegel wrote:

Using the enterprise d special ability, if I have the Federation flag ship card and scotty, can I fire with 6 dice in any direction?


for specific questions like this, don't forget to quote the cards so we can determine interaction. That said, you can fire 6 in any direction at range 1, but only 5 at range 2. The +1 Printed Weapon Value on the flagship does not affect the 360 arc which specifcally says "3 dice" and is not related to the strength of your primary weapon value.
paulsk 14166213

hockeyjedi wrote:

PhatRam32 wrote:

I posted this same question in the rules section so apologize in advance for double post:

Are Command Tokens allowed to be used on the planet for Month 3 OP?


Only the ones that directly affect dice. Not the ship action ones, like Battlestations and evade.

And the ones that add a die, still cannot exceed 4 dice for the ground war.


Actually the Command Tokens cannot be used on the planet at all. I made this mistake and it was pointed out to me that the Command Token reference card (item 2 iirc) specifies that the tokens can only be used by Ships. Therefore only dice being rolled by a Ship, not the ground forces, can be affected.
delta_angelfire 14166272

paulsk wrote:


Actually the Command Tokens cannot be used on the planet at all. I made this mistake and it was pointed out to me that the Command Token reference card (item 2 iirc) specifies that the tokens can only be used by Ships. Therefore only dice being rolled by a Ship, not the ground forces, can be affected.


Where did you see this? It has been ruled previously that they can be with the specific ones I mentioned. If you're referring to line two, that's referring to the fact that you can only use it on your dice, as opposed to forcing the opponent to reroll. However, the wording definitely does leave it open to interpretation that way and we could use another ruling just in case.

"2) A player may only use Command Tokens for his/her ships."

Andrew Parks wrote:

csimian wrote:

Andrew Parks wrote:

Jaels wrote:

In OP3, can you use the Command Tokens Resource to affect the planet battle (adding or rerolling dice)? What about the Admiral Commendation?


I am gonna say "yes" for now with the caveat that I may be completely wrong.


Can you expound on what other card text or tokens will affect the ground combat?

Will Elite Attack Dice be allowed for ground combat?


I believe that when this was tested many moons ago, that you could use anything that didn't require use during the normal Combat Phase Sequence. So you could use special re-roll effects (like the Commendation Token or EAD), but not Combat Tokens like Target Lock, Scan, Battle Stations, or Evade.

And these guys are not ships, so anything that specifically boosts ships is definitely right out.

My design partner was the lead developer on the OP material, and he is about to tie the knot, so my ability to answer such questions without absolute certainty is limited for now.

Andrew
Xerxies 14166535
Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?
the_triangle_man 14166621

Xerxies wrote:

Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?

My understanding is that the game ends on the turn in which a player loses his last ship. Doesn't make sense to me, but that is the ruling I have seen.
davedujour 14166755

the_triangle_man wrote:

Xerxies wrote:

Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?

My understanding is that the game ends on the turn in which a player loses his last ship. Doesn't make sense to me, but that is the ruling I have seen.


Yes, the game ends at the end of the turn when one player loses their last ship. You don't get to spend the rest of the time trying to control the planet if they have any troops left.
rtsuk 14166807

paulsk wrote:

Actually the Command Tokens cannot be used on the planet at all. I made this mistake and it was pointed out to me that the Command Token reference card (item 2 iirc) specifies that the tokens can only be used by Ships. Therefore only dice being rolled by a Ship, not the ground forces, can be affected.


Andrew rules otherwise here.
hockeyjedi 14167186

rtsuk wrote:

paulsk wrote:

Actually the Command Tokens cannot be used on the planet at all. I made this mistake and it was pointed out to me that the Command Token reference card (item 2 iirc) specifies that the tokens can only be used by Ships. Therefore only dice being rolled by a Ship, not the ground forces, can be affected.


Andrew rules otherwise here.


Yup. Thought so.
dc0nklin 14168856
Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Talent] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?
eldurand 14168906

dc0nklin wrote:

Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Action] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?


Cheat Death is not an action as far as I remember, it's an automatic effect in the event of your ship being destroyed, so no.
paulsk 14169210
In OP 3 can a ship "choose to forego that ship’s attack and instead attack with his Ground Troops" if the ship cannot attack that round (for example after using Jadzia Dax or the R.I.S. Vo's free Evade)?

The word "forego" seems to suggest no, but I don't want to "forego" using the R.I.S. Vo without confirming that assumption.


I see now that Andrew already answered "No" in the post about what can be used to affect ground attack dice.
Magentawolf 14169297

dc0nklin wrote:

Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Talent] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?


That.. doesn't make any sense. Janice Rand is used to make an 'Action' on an Elite Talent into a 'Free Action' for that round.

It doesn't copy the talent and let you use it again; there's no possible way it can interact with Cheat Death.
Magentawolf 14169322

paulsk wrote:

In OP 3 can a ship "choose to forego that ship’s attack and instead attack with his Ground Troops" if the ship cannot attack that round (for example after using Jadzia Dax or the R.I.S. Vo's free Evade)?

The word "forego" seems to suggest no, but I don't want to "forego" using the R.I.S. Vo without confirming that assumption.


Correct. If you are already prevented from making an attack, then you're not allowed to forego that attack in order to use the ground troops.
paulsk 14169335

rtsuk wrote:

paulsk wrote:

Actually the Command Tokens cannot be used on the planet at all. I made this mistake and it was pointed out to me that the Command Token reference card (item 2 iirc) specifies that the tokens can only be used by Ships. Therefore only dice being rolled by a Ship, not the ground forces, can be affected.


Andrew rules otherwise here.


That is interesting, though his comments suggest that he just didn't have the Command Tokens reference card in front of him and didn't see that they are limited to ships. He starts his answer with "As a general rule, most of these situations would not assist the ground troops because they all specifically help ships, and ground troops are not ships."

rtsuk 14169526

paulsk wrote:

though his comments suggest that he just didn't have the Command Tokens reference card in front of him and didn't see that they are limited to ships.


Or Andrew did have the card text and knew that #2 on that card meant that you couldn't use it to effect other players' rolls, the important words being "his/her" not "ships". I guess we'll find out if Andrew decides to comment again.
hockeyjedi 14169774

the_triangle_man wrote:

Xerxies wrote:

Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?

My understanding is that the game ends on the turn in which a player loses his last ship. Doesn't make sense to me, but that is the ruling I have seen.


Correct, because the Objective of the scenario is "Destroy all of your opponent's ships". The moment that happens, the game ends as the objective has been reached. The ground war is specifically listed as "BONUS".

Not sure why the meeting of a game's objective causing the game to end doesn't make sense to you. A NASCAR race doesn't continue past the checkered flag just because the winner REALLY WANTED to lap the field one more time, just to rub it in...
dc0nklin 14170101

Magentawolf wrote:

dc0nklin wrote:

Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Talent] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?


That.. doesn't make any sense. Janice Rand is used to make an 'Action' on an Elite Talent into a 'Free Action' for that round.

It doesn't copy the talent and let you use it again; there's no possible way it can interact with Cheat Death.


Come on now... there's been a lot cheesier questions than that.

I really wanted to know if "the Action on one of his [Elite Talent] Upgrades" was the keyword "Action".

Just because my example tipped my hand on my nefarious scheme doesn't mean it wasn't a legit question. devil

After all, I am a Romulan.
anyGould 14170445
If you put a Cloaking Device on DS9, can it sensor echo? And if so, how do you measure it?

(And yes, this actually came up last night.)
alepperd 14170721

dc0nklin wrote:

Magentawolf wrote:

dc0nklin wrote:

Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Talent] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?


That.. doesn't make any sense. Janice Rand is used to make an 'Action' on an Elite Talent into a 'Free Action' for that round.

It doesn't copy the talent and let you use it again; there's no possible way it can interact with Cheat Death.


Come on now... there's been a lot cheesier questions than that.

I really wanted to know if "the Action on one of his [Elite Talent] Upgrades" was the keyword "Action".

Just because my example tipped my hand on my nefarious scheme doesn't mean it wasn't a legit question. devil

After all, I am a Romulan.


What else would it mean? Serious question, I'm not sure how else you can parse that other than to mean that a talent that normally takes an action could be used as a "free action" subject to all the terms and restrictions a "free action" usually is. Talents that don't require an action such as Cheat Death, Captured Intelligence, or Disobey Orders simply wouldn't have any mechanical elements that interact with Rand's wording.
Andrew Parks 14170874

anyGould wrote:

If you put a Cloaking Device on DS9, can it sensor echo? And if so, how do you measure it?

(And yes, this actually came up last night.)


The "no movement" abilities rule for DS9 would extend to Sensor Echo.
Andrew Parks 14170878

rtsuk wrote:

paulsk wrote:

though his comments suggest that he just didn't have the Command Tokens reference card in front of him and didn't see that they are limited to ships.


Or Andrew did have the card text and knew that #2 on that card meant that you couldn't use it to effect other players' rolls, the important words being "his/her" not "ships". I guess we'll find out if Andrew decides to comment again.


Right, that rule is simply meant to say that you can't use the tokens on other players' ships.
Andrew Parks 14170885

dc0nklin wrote:

Magentawolf wrote:

dc0nklin wrote:

Does the wording on Janice Rand imply that the Elite Action must have the "Action" key word?


"After your ship moves, discard Rand to allow your Captain to perform the Action on one of his [Elite Talent] Upgrades as a free Action this round"



For example, could I play Rand to have Cheat Death as a free Action later in the round, if I thought there was a good chance my ship would be destroyed later in the round?


That.. doesn't make any sense. Janice Rand is used to make an 'Action' on an Elite Talent into a 'Free Action' for that round.

It doesn't copy the talent and let you use it again; there's no possible way it can interact with Cheat Death.


Come on now... there's been a lot cheesier questions than that.

I really wanted to know if "the Action on one of his [Elite Talent] Upgrades" was the keyword "Action".

Just because my example tipped my hand on my nefarious scheme doesn't mean it wasn't a legit question. devil

After all, I am a Romulan.


Janice only works on cards that say "Action:"
davedujour 14171298
If the IRW Khazara fires Ferengi Missile Launchers while cloaked, is that +1 applied to both attacks, making them 3 dice each? I'm pretty sure this is "yes" because the ship is still cloaked until the End Phase.

IRW Khazara - If you initiate an attack while cloaked, add +1 attack die.

Missile Launchers - ATTACK: Disable this card to perform this attack. make 2 attacks against ship(s) in your forward firing arc. Roll 2 dice for each of these attacks. Any [CRIT] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.
H00D4M4N 14171501

davedujour wrote:

If the IRW Khazara fires Ferengi Missile Launchers while cloaked, is that +1 applied to both attacks, making them 3 dice each? I'm pretty sure this is "yes" because the ship is still cloaked until the End Phase.

IRW Khazara - If you initiate an attack while cloaked, add +1 attack die.

Missile Launchers - ATTACK: Disable this card to perform this attack. make 2 attacks against ship(s) in your forward firing arc. Roll 2 dice for each of these attacks. Any [CRIT] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead.


Yes. It's a great combo.

But you would only get +1 on the first attack on the Valdore since that specifies you only get an extra attack die this round.
Magentawolf 14172402

H00D4M4N wrote:


But you would only get +1 on the first attack on the Valdore since that specifies you only get an extra attack die this round.


The wording on the Valdore still annoys me. 'For the remainder of the round' suggests it lasts the entire round, but it doesn't.
H00D4M4N 14172495

Magentawolf wrote:

H00D4M4N wrote:


But you would only get +1 on the first attack on the Valdore since that specifies you only get an extra attack die this round.


The wording on the Valdore still annoys me. 'For the remainder of the round' suggests it lasts the entire round, but it doesn't.


I would have preferred different wording, but still giving +1 attack die for the remainder of the round is just that -- adding 1 die to the ship's die pool for the remainder of the round. I think if it was explained that there actually is a die pool in the rules, there would have been a lot less confusion.
rtsuk 14172657
Where's the ruling on the Valdore that you guys are referring to? I can't find it.
H00D4M4N 14172761

rtsuk wrote:

Where's the ruling on the Valdore that you guys are referring to? I can't find it.


9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.
swingk2121 14173243

rtsuk wrote:

Where's the ruling on the Valdore that you guys are referring to? I can't find it.


Andrew has already mention in these 60 pages (and yes I read them all), that if a card specifies it gives +1 attack dice this round (ex. Gowron, Martoc, Scotty, or the IRW Valdore) then for that round during 1 attack you can at +1 attack dice.

However if the card says if you initiate an attack while cloaked (kahzara) or give all ships +1 when they attack if they are within range 1 (Donatra), then each time you satisfy this condition you get +1 attack dice.

Hopefully this makes more since and sorry for my misspelling of names.
H00D4M4N 14173280

swingk2121 wrote:

rtsuk wrote:

Where's the ruling on the Valdore that you guys are referring to? I can't find it.


Andrew has already mention in these 60 pages (and yes I read them all), that if a card specifies it gives +1 attack dice this round (ex. Gowron, Martoc, Scotty, or the IRW Valdore) then for that round during 1 attack you can at +1 attack dice.

However if the card says if you initiate an attack while cloaked (kahzara) or give all ships +1 when they attack if they are within range 1 (Donatra), then each time you satisfy this condition you get +1 attack dice.

Hopefully this makes more since and sorry for my misspelling of names.


As noted above, it's also in the FAQ.
jmdt784 14173308
So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?
swingk2121 14173441

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.
davedujour 14173445

swingk2121 wrote:

rtsuk wrote:

Where's the ruling on the Valdore that you guys are referring to? I can't find it.


Andrew has already mention in these 60 pages (and yes I read them all), that if a card specifies it gives +1 attack dice this round (ex. Gowron, Martoc, Scotty, or the IRW Valdore) then for that round during 1 attack you can at +1 attack dice.

However if the card says if you initiate an attack while cloaked (kahzara) or give all ships +1 when they attack if they are within range 1 (Donatra), then each time you satisfy this condition you get +1 attack dice.

Hopefully this makes more since and sorry for my misspelling of names.


I ran Gowron & Donatra's text past my English major, non-STAW playing wife. She came to the same ruling that Gowron, with the "this round" text, only gives +1 die total during the round, but Donatra can give more than 1 die.

I can see the need for "this round" text though. If Gowron didn't have the "this round" text and did his Action, then it could be argued that I get +1 attack die on later rounds, several rounds after Gowron performed his Action. Clearly that's not what was intended.

Donatra doesn't have the same problem because her ability is based on the target ship, not on what she does. Her card is only checked when the target ship attacks. If it's in Range 1 at the time the attack is declared, it gets +1 die.

This is such a messy, messy verbiage though. It would be far, far cleaner to say there's only +1 die total during the entire round no matter what the card says. Or each card can only be triggered once per round.
Magentawolf 14173972

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.
PaladinH 14174097

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew
swingk2121 14176974

PaladinH wrote:

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew


So reading the rules FAQ on the first page this is what I find:

"However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel)."

Spock would use need a scan token to have his text work and seeing as you can't use tokens to modify this attack I question if Spock truly would be able to use his abilities.

Andrew if you could give a yes or no.
the_triangle_man 14177051

hockeyjedi wrote:

the_triangle_man wrote:

Xerxies wrote:

Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?

My understanding is that the game ends on the turn in which a player loses his last ship. Doesn't make sense to me, but that is the ruling I have seen.


Correct, because the Objective of the scenario is "Destroy all of your opponent's ships". The moment that happens, the game ends as the objective has been reached. The ground war is specifically listed as "BONUS".

Not sure why the meeting of a game's objective causing the game to end doesn't make sense to you. A NASCAR race doesn't continue past the checkered flag just because the winner REALLY WANTED to lap the field one more time, just to rub it in...

You're right, it is a game, which is the only rationale that explains it. Why can't the fight on the planet continue until time runs out? Because of the arbitrary game ruling, not because of anything that makes sense or has anything whatsoever to do with an idiotic car racing league.
Apologies to everyone else and to get back to the FAQ, this question came up a few times at last night's OP3, so I am glad I was prepared with the correct answer.
Andrew Parks 14177323

swingk2121 wrote:

PaladinH wrote:

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew


So reading the rules FAQ on the first page this is what I find:

"However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel)."

Spock would use need a scan token to have his text work and seeing as you can't use tokens to modify this attack I question if Spock truly would be able to use his abilities.

Andrew if you could give a yes or no.


Spock just needs the Scan Token to be sitting next to the ship so his text works. That is very different than spending a token like Target Lock or Battle Stations during the normal combat sequence (which is not used when dropping the Antimatter Mines).
Xerxies 14177469

the_triangle_man wrote:

hockeyjedi wrote:

the_triangle_man wrote:

Xerxies wrote:

Sorry I've got some month 3 questions as our event is on Sunday.

I'm sure the answer to the first question is yes, but my second question is dependent to it being a yes.

If you win all 3 games and control the planet you would be on 9 battle points. If you wing all 3 games but not control the planet in any game you would be on 6 battle points (because you would not recieve the bonus points for controlling the planet. The total battle points over the 3 games decide the overal winner.

Assuming that's a yes when does the game end based on the following situation?

In the 30th minute my opponent loses their last ship but has troops on the planet. Does the game end immediately as he has lost his last ship, or do I have the next 30 minutes to attack his troops on the planet and take control of the planet for the extra battle point?

My understanding is that the game ends on the turn in which a player loses his last ship. Doesn't make sense to me, but that is the ruling I have seen.


Correct, because the Objective of the scenario is "Destroy all of your opponent's ships". The moment that happens, the game ends as the objective has been reached. The ground war is specifically listed as "BONUS".

Not sure why the meeting of a game's objective causing the game to end doesn't make sense to you. A NASCAR race doesn't continue past the checkered flag just because the winner REALLY WANTED to lap the field one more time, just to rub it in...

You're right, it is a game, which is the only rationale that explains it. Why can't the fight on the planet continue until time runs out? Because of the arbitrary game ruling, not because of anything that makes sense or has anything whatsoever to do with an idiotic car racing league.
Apologies to everyone else and to get back to the FAQ, this question came up a few times at last night's OP3, so I am glad I was prepared with the correct answer.


I asked our tournament organiser who thought as the troops are opponent pieces then the game would only end at 60 mins or when the last troops on the planet were destroyed. However I will point out the answers here to him and the page in the rulebook before the weekend.

Out of the whole 6 month event this this the only month where you can get additional battle points and at the same time have additional playing pieces, which was always going to make it "interesting".
Barise 14179000
I have a pair of linked question for a dominion build I am making that I couldn’t find an answer to in the FAQ. If I have Forward Weapons Grid (Attack: Disable this card to perform this attack. You must divide this attack between 2 different ships in your forward firing arc. You may divide your attack dice however you like, but you must roll at least 1 attack die against each ship.) and Antiproton Scan (If a Scan Token is beside your ship, add +1 attack die when firing against a ship has no Active Shields.) on a ship with a scan token and one ship being targeted has it’s shields disabled, where does the +1 attack die apply? Will I either 1) have 6 dice to split between the two ships, or 2) is it applied only to the ship with the disabled shields?

Second question uses the same set up as above and could even be answered above, but this time both targets have disabled shields. Does the attack get +1 die for each ship (thus a +2 attack die) added to the dice assigned to that ship, or is it just to the total and then divided, or is it only a flat +1?
hockeyjedi 14180265

Barise wrote:

I have a pair of linked question for a dominion build I am making that I couldn’t find an answer to in the FAQ. If I have Forward Weapons Grid (Attack: Disable this card to perform this attack. You must divide this attack between 2 different ships in your forward firing arc. You may divide your attack dice however you like, but you must roll at least 1 attack die against each ship.) and Antiproton Scan (If a Scan Token is beside your ship, add +1 attack die when firing against a ship has no Active Shields.) on a ship with a scan token and one ship being targeted has it’s shields disabled, where does the +1 attack die apply? Will I either 1) have 6 dice to split between the two ships, or 2) is it applied only to the ship with the disabled shields?

Second question uses the same set up as above and could even be answered above, but this time both targets have disabled shields. Does the attack get +1 die for each ship (thus a +2 attack die) added to the dice assigned to that ship, or is it just to the total and then divided, or is it only a flat +1?


My interpretation would be that the AP Scan effects kick in on top of the Grid's dice, assuming the target(s) have no shields. So, 1 extra die, per attack, IF the target is unshielded.
wrabbit37 14180318
A question about OP4 and how it interacts with ships that can split their attack into two separate attacks.

The OP Document says this about firing at Starfleet Headquarters:
If a ship inflicts at least 1 damage to the SHQ, the player that inflicted the damage removes one of the Mission Tokens from the SHQ and places it beside his Ship Cards. NOTE: Only 1 Mission Token can be removed from the SHQ Token from any single attack, regardless of how much damage was inflicted by that attack.

The first half says that getting a token is based on a ship. If a ship deals at least 1 damage, then remove a token. Does that mean that a ship dealing multiple damage over multiple attacks in one turn still only removes one token?
davedujour 14181162

wrabbit37 wrote:

A question about OP4 and how it interacts with ships that can split their attack into two separate attacks.

The OP Document says this about firing at Starfleet Headquarters:
If a ship inflicts at least 1 damage to the SHQ, the player that inflicted the damage removes one of the Mission Tokens from the SHQ and places it beside his Ship Cards. NOTE: Only 1 Mission Token can be removed from the SHQ Token from any single attack, regardless of how much damage was inflicted by that attack.

The first half says that getting a token is based on a ship. If a ship deals at least 1 damage, then remove a token. Does that mean that a ship dealing multiple damage over multiple attacks in one turn still only removes one token?


No, if a ship can make multiple attacks in a turn it should get 2 tokens, one for each attack.

"from any single attack"
SteRT 14182720

hockeyjedi wrote:

Barise wrote:

I have a pair of linked question for a dominion build I am making that I couldn’t find an answer to in the FAQ. If I have Forward Weapons Grid (Attack: Disable this card to perform this attack. You must divide this attack between 2 different ships in your forward firing arc. You may divide your attack dice however you like, but you must roll at least 1 attack die against each ship.) and Antiproton Scan (If a Scan Token is beside your ship, add +1 attack die when firing against a ship has no Active Shields.) on a ship with a scan token and one ship being targeted has it’s shields disabled, where does the +1 attack die apply? Will I either 1) have 6 dice to split between the two ships, or 2) is it applied only to the ship with the disabled shields?

Second question uses the same set up as above and could even be answered above, but this time both targets have disabled shields. Does the attack get +1 die for each ship (thus a +2 attack die) added to the dice assigned to that ship, or is it just to the total and then divided, or is it only a flat +1?


My interpretation would be that the AP Scan effects kick in on top of the Grid's dice, assuming the target(s) have no shields. So, 1 extra die, per attack, IF the target is unshielded.


I disagree as the Forward Weapons Grid specifically states this is a single attack split between 2 ships and not 2 separate attacks as such you are only firing once therefore just +1 on the attack. However only one of the ships would need to not have active shields in order for the antiproton scan to work.
delta_angelfire 14182791
this was answered before if someone else wants to do a search on it. I haven't had any luck finding it though. It was a comparison between the Reliant's ability and Antoproton Scan with regards to FWG and antiproton was ruled to give +1 against each target. it should be a very old thread or post like back in august/september
Chance Gardener 14182926
A question regarding the Reinforcements Sideboard resource.

I know that to swap in a card from the sideboard, you have to have at least one of that card type in your fleet.
But does that only work if the card has not been discarded thru use?

Based on the rules listed on the Resource card, I believe I should be able to but wanted to clarify this use of the Cloaked Mine card, since the CM is controversial currently.

Card rules:
#2: During the Activation Phase of any round, a player may use a ship's Action to:
a) Equip that ship with one Upgrade card from his Sideboard. The ship must have an Upgrade slot of the appropriate type available to do this.
-OR-
b) Exchange 1 Upgrade from his ship with 1 Upgrade of the same type from his Sideboard.
-OR-
c) Exchange 1 Captain from his ship with 1 Captain from his Sideboard.

So, based on 2a, I believe that it is legal to pull in the Interphase Generator upgrade from the Sideboard after deploying and discarding the Cloaked Mine upgrade card.


Q: If I have the Cloaked Mine card on my fleet and the Interphase Generator on my Sideboard, can I still pull in the Interphase Generator if I have deployed my Cloaked Mines?
H00D4M4N 14183732

Chance Gardener wrote:

A question regarding the Reinforcements Sideboard resource.

I know that to swap in a card from the sideboard, you have to have at least one of that card type in your fleet.
But does that only work if the card has not been discarded thru use?

Based on the rules listed on the Resource card, I believe I should be able to but wanted to clarify this use of the Cloaked Mine card, since the CM is controversial currently.

Card rules:
#2: During the Activation Phase of any round, a player may use a ship's Action to:
a) Equip that ship with one Upgrade card from his Sideboard. The ship must have an Upgrade slot of the appropriate type available to do this.
-OR-
b) Exchange 1 Upgrade from his ship with 1 Upgrade of the same type from his Sideboard.
-OR-
c) Exchange 1 Captain from his ship with 1 Captain from his Sideboard.

So, based on 2a, I believe that it is legal to pull in the Interphase Generator upgrade from the Sideboard after deploying and discarding the Cloaked Mine upgrade card.


Q: If I have the Cloaked Mine card on my fleet and the Interphase Generator on my Sideboard, can I still pull in the Interphase Generator if I have deployed my Cloaked Mines?


Of course. If you use the mine, it's placed face down under your ship and the slot becomes empty.
swingk2121 14183987

Chance Gardener wrote:

A question regarding the Reinforcements Sideboard resource.

I know that to swap in a card from the sideboard, you have to have at least one of that card type in your fleet.
But does that only work if the card has not been discarded thru use?

Based on the rules listed on the Resource card, I believe I should be able to but wanted to clarify this use of the Cloaked Mine card, since the CM is controversial currently.

Q: If I have the Cloaked Mine card on my fleet and the Interphase Generator on my Sideboard, can I still pull in the Interphase Generator if I have deployed my Cloaked Mines?


As you quoted you can do 1 of three things: Place an upgrade on a ship, exchange and upgrade with the same type of upgrade on a ship, or exchange captain cards.

So to answer your question to swap (ie exchange) you have to have the same type of card. But if you mean you want to place an upgrade card you are able to do that with out having another to remove.

"a) Equip that ship with one Upgrade card from his Sideboard. The ship must have an Upgrade slot of the appropriate type available to do this."

H00D4M4N wrote:



Of course. If you use the mine, it's placed face down under your ship and the slot becomes empty.


Yes, you have to have the available space of the appropriate type of upgrade.
Big_Lou 14184367
I am getting confused about using crew upgrades with the scan token. Let's pretend that Spock, Dmitri Valtane, and Geordi Laforge all on on a ship that has taken scan as it's action. Can I use one Crew ability or all three? None of their abilities consume the scan token.
Chance Gardener 14184393
My only reason for raising the question is because I've seen some comments about the sideboard stating you couldn't bring anything over if you didn't have anything to swap it with.

Say you started with no crew, you couldn't bring a crew card over, slot or not, because you started crewless.

I agree that doesn't match the rules listed on the card.
But I've seen posts where such seemed to be stated as a limitation to the sideboard.
TheWaspinator 14184403

Big_Lou wrote:

I am getting confused about using crew upgrades with the scan token. Let's pretend that Spock, Dmitri Valtane, and Geordi Laforge all on on a ship that has taken scan as it's action. Can I use one Crew ability or all three? None of their abilities consume the scan token.


Page 22 of the rules has an example with Spock and Geordi that says you can't use both.
alepperd 14184425

Big_Lou wrote:

I am getting confused about using crew upgrades with the scan token. Let's pretend that Spock, Dmitri Valtane, and Geordi Laforge all on on a ship that has taken scan as it's action. Can I use one Crew ability or all three? None of their abilities consume the scan token.


Note that if you have a way to gain multiple scan tokens (frex the Romulan Pilot or Disobey Orders) one upgrade can trigger off of each, and they have a cumulative effect on enemy defense dice.
davedujour 14184911
Does Starfleet HQ in Month 4 get any defense dice? Even if I'm at Range 3 shooting at it? I don't see anywhere that it would, but I'd like to confirm that.

Starfleet Headquarters (SHQ)
This Token may be fired at by any ship.
* Any ship attacking this Token must roll 1 less attack die.

* If a ship inflicts at least 1 damage to the SHQ, the player that inflicted the damage removes one of the Mission Tokens from the SHQ and places it beside his Ship Cards. NOTE: Only 1 Mission Token can be removed from the SHQ Token from any single attack, regardless of how much damage was inflicted by that attack.

* If the last Mission Token is remove from the SHQ (i.e. it has been damaged 6 times), it can then be destroyed. The next damage inflicted on the SHQ will destroy it. Place the SHQ Token beside the Ship Cards of the player that inflicts the last damage.
Andrew Parks 14185208

SteRT wrote:

hockeyjedi wrote:

Barise wrote:

I have a pair of linked question for a dominion build I am making that I couldn’t find an answer to in the FAQ. If I have Forward Weapons Grid (Attack: Disable this card to perform this attack. You must divide this attack between 2 different ships in your forward firing arc. You may divide your attack dice however you like, but you must roll at least 1 attack die against each ship.) and Antiproton Scan (If a Scan Token is beside your ship, add +1 attack die when firing against a ship has no Active Shields.) on a ship with a scan token and one ship being targeted has it’s shields disabled, where does the +1 attack die apply? Will I either 1) have 6 dice to split between the two ships, or 2) is it applied only to the ship with the disabled shields?

Second question uses the same set up as above and could even be answered above, but this time both targets have disabled shields. Does the attack get +1 die for each ship (thus a +2 attack die) added to the dice assigned to that ship, or is it just to the total and then divided, or is it only a flat +1?


My interpretation would be that the AP Scan effects kick in on top of the Grid's dice, assuming the target(s) have no shields. So, 1 extra die, per attack, IF the target is unshielded.


I disagree as the Forward Weapons Grid specifically states this is a single attack split between 2 ships and not 2 separate attacks as such you are only firing once therefore just +1 on the attack. However only one of the ships would need to not have active shields in order for the antiproton scan to work.


EDIT: See further below for an update to this discussion.
Andrew Parks 14185265

Chance Gardener wrote:

My only reason for raising the question is because I've seen some comments about the sideboard stating you couldn't bring anything over if you didn't have anything to swap it with.

Say you started with no crew, you couldn't bring a crew card over, slot or not, because you started crewless.

I agree that doesn't match the rules listed on the card.
But I've seen posts where such seemed to be stated as a limitation to the sideboard.


This is definitely not the case. You might be remembering comments that stated that you can't transfer a card from your ship to the sideboard without performing an exchange (which is correct).

But you can definitely pull a card from the sideboard and place it on your ship if there is an open slot.
Andrew Parks 14185327

davedujour wrote:

Does Starfleet HQ in Month 4 get any defense dice? Even if I'm at Range 3 shooting at it? I don't see anywhere that it would, but I'd like to confirm that.

Starfleet Headquarters (SHQ)
This Token may be fired at by any ship.
* Any ship attacking this Token must roll 1 less attack die.

* If a ship inflicts at least 1 damage to the SHQ, the player that inflicted the damage removes one of the Mission Tokens from the SHQ and places it beside his Ship Cards. NOTE: Only 1 Mission Token can be removed from the SHQ Token from any single attack, regardless of how much damage was inflicted by that attack.

* If the last Mission Token is remove from the SHQ (i.e. it has been damaged 6 times), it can then be destroyed. The next damage inflicted on the SHQ will destroy it. Place the SHQ Token beside the Ship Cards of the player that inflicts the last damage.


Yes, SFHQ receives 1 defense die if you fire your Primary Weapon at it at Range 3. Similar to firing at DS9, this represents a slight chance that you've missed due to the range.

Magentawolf 14185866

Andrew Parks wrote:


This is correct because the Antiproton Scan is only allowing you to add 1 attack die for that attack. The Forward Weapons Grid is a single attack split up between two targets.


You mentioned back here that the Anti-Proton Scan would affect both targets of the Forward Weapons Grid - http://boardgamegeek.com/article/13321457#13321457

Andrew Parks wrote:


Conversely, the Anti-Proton Scan gives +1 attack die whenever you "fire" at a ship with no Active Shields. Forward Weapons Grid does allow you to fire at two different ships. (i.e. one attack, two targets).
Andrew Parks 14185998

Magentawolf wrote:

Andrew Parks wrote:


This is correct because the Antiproton Scan is only allowing you to add 1 attack die for that attack. The Forward Weapons Grid is a single attack split up between two targets.


You mentioned back here that the Anti-Proton Scan would affect both targets of the Forward Weapons Grid - http://boardgamegeek.com/article/13321457#13321457

Andrew Parks wrote:


Conversely, the Anti-Proton Scan gives +1 attack die whenever you "fire" at a ship with no Active Shields. Forward Weapons Grid does allow you to fire at two different ships. (i.e. one attack, two targets).


Ah, yes, now I remember why I ruled that way, due to the word "fire" as opposed to "attack". Thanks for finding that. So yes, if both ships have no shields, you would get the bonus twice in this case. I'll edit up above.

eldurand 14187236

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)




Andrew Parks 14187302

eldurand wrote:

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)






Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).
eldurand 14187580

Andrew Parks wrote:

Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).


Thanks Andrew! Detailed discussions on the finer points of the ST:AW rules have consumed dinner table talk at our house for the past couple of months. My wife is not amused!
Big_Lou 14187774

alepperd wrote:

Big_Lou wrote:

I am getting confused about using crew upgrades with the scan token. Let's pretend that Spock, Dmitri Valtane, and Geordi Laforge all on on a ship that has taken scan as it's action. Can I use one Crew ability or all three? None of their abilities consume the scan token.


Note that if you have a way to gain multiple scan tokens (frex the Romulan Pilot or Disobey Orders) one upgrade can trigger off of each, and they have a cumulative effect on enemy defense dice.


TheWaspinator wrote:

Big_Lou wrote:

I am getting confused about using crew upgrades with the scan token. Let's pretend that Spock, Dmitri Valtane, and Geordi Laforge all on on a ship that has taken scan as it's action. Can I use one Crew ability or all three? None of their abilities consume the scan token.


Page 22 of the rules has an example with Spock and Geordi that says you can't use both.


Thank you guys, that cleared it up for good.
stevecorby 14188319

Andrew Parks wrote:

eldurand wrote:

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)






Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).


Andrew, following up on this, does that mean that if I dropped mines and my opponent's Defiant triggered them, it could be crit because you do not defend against mines, but if his ship with Polarized Hull Plating were to trigger the same mines one crit would be converted to a hit because that card doesn't care how the crit occurred, only that you were hit. The card doesn't say that you need to be hit in the combat phase.
Andrew Parks 14188918

stevecorby wrote:

Andrew Parks wrote:

eldurand wrote:

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)






Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).


Andrew, following up on this, does that mean that if I dropped mines and my opponent's Defiant triggered them, it could be crit because you do not defend against mines, but if his ship with Polarized Hull Plating were to trigger the same mines one crit would be converted to a hit because that card doesn't care how the crit occurred, only that you were hit. The card doesn't say that you need to be hit in the combat phase.


I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)

Andrew
delta_angelfire 14190116
Is there any chance we might be getting an expansion at some point of just a deck of already existing cards with clearer/more consistent wording and/or balance changes on them?
H00D4M4N 14190736

delta_angelfire wrote:

Is there any chance we might be getting an expansion at some point of just a deck of already existing cards with clearer/more consistent wording and/or balance changes on them?


Chances are slim to none (closer to none). It's just not something you see with any game.
Tantive4 14190831
Andrew, I could not find this question asked, and appologize in advance it it has been and answered.

Are the Sutherland's "Secondary Torpedo Launcher" considered a "torpedo" for things like the Gor Portas ability listed below:

"Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so."

Would you be able to "keep" your target lock by firing the Secondary Torpedo Launcher from the Gor Portas? (Assuming you fired your first Torpedo volley already in the round from the Gor Portas)

Thanks!
dc0nklin 14191306

delta_angelfire wrote:

Is there any chance we might be getting an expansion at some point of just a deck of already existing cards with clearer/more consistent wording and/or balance changes on them?


*sniff* , *sniff* ... I smell a community project....

We could create a spreadsheet with every card with side-by-side official wording and "corrected" wording per rulings and explanations from this thread. The FAQ could link to it once completed.

We could start a thread to recruit volunteers, set standards, divvy up the cards, and make it so.

Anyone interested?
the_triangle_man 14191565

dc0nklin wrote:

delta_angelfire wrote:

Is there any chance we might be getting an expansion at some point of just a deck of already existing cards with clearer/more consistent wording and/or balance changes on them?


*sniff* , *sniff* ... I smell a community project....

We could create a spreadsheet with every card with side-by-side official wording and "corrected" wording per rulings and explanations from this thread. The FAQ could link to it once completed.

We could start a thread to recruit volunteers, set standards, divvy up the cards, and make it so.

Anyone interested?

This is a great idea! I will help as I can.
SaxCarr 14191679
May we please get a clarification on the order of operations for the Romulan Pilot? The card reads like this:

After you move, you may discard this card to place a [scan] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

So when does the action step happen in that line? Between the moves? After? Does the free action scan happen between them but the action step after the second move?

Part of the reason I am asking is using a Romulan Pilot alongside the Romulan Flagship. When does the flagships free action Sensor Echo occur if you use the pilot in a given turn?

Also while I think I know this answer, while I have you, the green maneuver granted from the Romulan Pilot counts for the named Valdor ship correct?

Thanks in advance for the sage wisdom.
Mordaenor 14192342

SaxCarr wrote:

May we please get a clarification on the order of operations for the Romulan Pilot? The card reads like this:

After you move, you may discard this card to place a [scan] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

So when does the action step happen in that line? Between the moves? After? Does the free action scan happen between them but the action step after the second move?


Indeed, that's an awful lot going on one card. My reading would be:
You take your move, then discard the card before your Action step.
Actions can be taken in any order, but the extra move will occur whenever you take the Free Scan action.

So you could Move - Discard - Evade - Free Scan & Move - Free Echo
or
Move - Discard Free Echo - Target Lock - Free Scan & Move
or
Move - Discard - Free Scan & Move - Counter Attack Action - Free Echo


delta_angelfire 14193180
This card has the same "after you move" wording as Martok(8). You would have to use the card immediately after being done with your move, before you take any of your own actions. Classifying it a "free action" here would mean you can't do it if you bump. Since the scan must happen immediately, the additional (optional) movement would also happen before the normal time to use actions (and thus could still be subject to bumping rules if you bump in the second maneuver).
darkrose50 14193416
Q: Does DS9 get a move phase?
Q: Can cards placed on DS9 trigger during the move phase?
Q: Does DS9 move 0, or "not applicable"?
Q: Assuming DS9 can move 0, then can Mirok trigger during the move phase while on DS9?

Mirok [Romulan Captain 4, cost 2]: "After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your hull or shields."
swingk2121 14193453

SaxCarr wrote:

May we please get a clarification on the order of operations for the Romulan Pilot? The card reads like this:

After you move, you may discard this card to place a [scan] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

So when does the action step happen in that line? Between the moves? After? Does the free action scan happen between them but the action step after the second move?

Part of the reason I am asking is using a Romulan Pilot alongside the Romulan Flagship. When does the flagships free action Sensor Echo occur if you use the pilot in a given turn?

Also while I think I know this answer, while I have you, the green maneuver granted from the Romulan Pilot counts for the named Valdor ship correct?

Thanks in advance for the sage wisdom.


The Romulan pilot requires the ability to perfor the free action scan and this process occurs during step 6; action (See below). And as it has been stated there is no required order. The player can choose the order the actions occur.

The sentence saying after you move just means you have to perform ability after moving but before next ships movement. Also the immediately implies that if you choose to you must move the ship again when you take the scan you can't choose to move it sometime later in the round.


Activation Phase:
1.) Reveal Dial
2.) Set Template
3.) Execute maneuver
4.) Check power strain (i.e. auxiliary token if red maneuver)
5.) Clean up (Deal with issues; if you bump loose action or suffer damage for obstacles)
6.) Action (Player chooses order or occurrence)

delta_angelfire wrote:

This card has the same "after you move" wording as Martok(8). You would have to use the card immediately after being done with your move, before you take any of your own actions. Classifying it a "free action" here would mean you can't do it if you bump. Since the scan must happen immediately, the additional (optional) movement would also happen before the normal time to use actions (and thus could still be subject to bumping rules if you bump in the second maneuver).


It doesn't say immediately after moving is just states after moving and the scan has to be performed during action phase. This means you have to be able to peform a free action this means if you bump you can't use the card because you can't perform actions if you collide with another ship or planet. Also the scan is a free action, which as Andrew stated players decided the order in which actions are taken.

The only thing is if you choose to use this card the green maneuver must be used immediately after placing the scan, this wording means that if you then move into a cloaked minefield the scan no longer helps because the cloaked mines require you to immediately perform a scan after moving into range, but if you move into the field and then use the card the minefield would only hit with 2 attack dice and you would then get to do your green maneuver.
swingk2121 14193584

darkrose50 wrote:

Q: Does DS9 get a move phase?
Q: Can cards placed on DS9 trigger during the move phase?
Q: Does DS9 move 0, or "not applicable"?
Q: Assuming DS9 can move 0, then can Mirok trigger during the move phase while on DS9?

Mirok [Romulan Captain 4, cost 2]: "After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your hull or shields."


1.) Yes, the move phase is called the activation phase and every ship gets one (For cards DS9 is considered a ship). It is during this phase that you perform actions.
2.) Yes, cards can trigger during the activation phase, but for DS9 if the card specifies you must move it would not work because DS9 can't move nor can it sensor echo if cloaked.
3.) No Mirok would not work because DS9 can't move and his ability states "After you move".

Andrew has already mention that as of now there aren't special rules for space stations and that we should consider them ships, but that they will look into it in the future.
Andrew Parks 14195980

Tantive4 wrote:

Andrew, I could not find this question asked, and appologize in advance it it has been and answered.

Are the Sutherland's "Secondary Torpedo Launcher" considered a "torpedo" for things like the Gor Portas ability listed below:

"Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so."

Would you be able to "keep" your target lock by firing the Secondary Torpedo Launcher from the Gor Portas? (Assuming you fired your first Torpedo volley already in the round from the Gor Portas)

Thanks!


JB, I don't have the text of the Secondary Torpedo Launcher in front of me, but I can at least tell you it's a Torpedo.
Andrew Parks 14196007
FYI: If an ability uses the phrase "after you move," the ability triggers between Step 5 (Clean Up) and Step 6 (Perform Action) of the Activation Phase.
SteRT 14196166

Andrew Parks wrote:

Tantive4 wrote:

Andrew, I could not find this question asked, and appologize in advance it it has been and answered.

Are the Sutherland's "Secondary Torpedo Launcher" considered a "torpedo" for things like the Gor Portas ability listed below:

"Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so."

Would you be able to "keep" your target lock by firing the Secondary Torpedo Launcher from the Gor Portas? (Assuming you fired your first Torpedo volley already in the round from the Gor Portas)

Thanks!


JB, I don't have the text of the Secondary Torpedo Launcher in front of me, but I can at least tell you it's a Torpedo.


Secondary Torpedo Launcher:

"ATTACK: (Target Lock)Disable this card and spend your target lock to make this attack. If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 Attack die. You do not need to spend another target lock to make this extra attack."

The first Gor Portas Torpedo Attack doesn't spend the target lock due to the ship ability and this attack allows you to make the second Torpedo attack without spending a target lock using the Secondary Torpedo Launcher ability.

You can either keep the Target Lock or spend it on either of the Attacks to gain re-rolls.
PublicTimeline 14196807
Few questions:

1. If I use Captain Data and flip their cloak tokens to red, and they activate after Data due to higher skill, can they use their actions to flip those cloak tokens back to green in the same round? I'm finding Captain Data's low skill is making his ability hard enough to use as it is.

2. USS Enterprise (Constitution Class) says it may perform an action listed on its bar while it has an aux. power token. The new flagship cards make your action on your bar a free action if you already have it. Since the Enterprise does not say "one" or any other restriction, does this mean I can perform the action on my bar that counts as a free action (due to flagship upgrade) and still get to perform another action on the bar with its rule? Since both actions would be on its bar, and it allows its bar actions to be performed in spite of the aux token...

3. what's the technical difference, if any, between "firing" and "attacking?"

overall enjoying the game, though everyone at the store just has fleets which every ship cloaks with an AWS upgrade.
Andrew Parks 14197160

SteRT wrote:

Andrew Parks wrote:

Tantive4 wrote:

Andrew, I could not find this question asked, and appologize in advance it it has been and answered.

Are the Sutherland's "Secondary Torpedo Launcher" considered a "torpedo" for things like the Gor Portas ability listed below:

"Although you must be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so."

Would you be able to "keep" your target lock by firing the Secondary Torpedo Launcher from the Gor Portas? (Assuming you fired your first Torpedo volley already in the round from the Gor Portas)

Thanks!


JB, I don't have the text of the Secondary Torpedo Launcher in front of me, but I can at least tell you it's a Torpedo.


Secondary Torpedo Launcher:

"ATTACK: (Target Lock)Disable this card and spend your target lock to make this attack. If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 Attack die. You do not need to spend another target lock to make this extra attack."

The first Gor Portas Torpedo Attack doesn't spend the target lock due to the ship ability and this attack allows you to make the second Torpedo attack without spending a target lock using the Secondary Torpedo Launcher ability.

You can either keep the Target Lock or spend it on either of the Attacks to gain re-rolls.


Correct.
SteRT 14197172

PublicTimeline wrote:

Few questions:

1. If I use Captain Data and flip their cloak tokens to red, and they activate after Data due to higher skill, can they use their actions to flip those cloak tokens back to green in the same round? I'm finding Captain Data's low skill is making his ability hard enough to use as it is.

2. USS Enterprise (Constitution Class) says it may perform an action listed on its bar while it has an aux. power token. The new flagship cards make your action on your bar a free action if you already have it. Since the Enterprise does not say "one" or any other restriction, does this mean I can perform the action on my bar that counts as a free action (due to flagship upgrade) and still get to perform another action on the bar with its rule? Since both actions would be on its bar, and it allows its bar actions to be performed in spite of the aux token...

3. what's the technical difference, if any, between "firing" and "attacking?"

overall enjoying the game, though everyone at the store just has fleets which every ship cloaks with an AWS upgrade.


1. They won't be able to as they are still cloaked until the end of the round and so have no shields active that they can disable in order to re-cloak.

2. My thought on this would be that you can only perform one action regardless of whether it is normally free or not since the wording on the card is "an action" which is singular. Edit: see Andrew's answer below.

3. Not sure how to explain this one correctly but the difference did come up recently regarding Antiproton Scan in combination with Forward Weapons Grid.

Forward Weapons Grid allows you to split 1 attack between 2 targets.

Antiproton Scan states "...add +1 attack die when firing against a ship...". As a ship that uses a Forward Weapons grid is firing at each ship it may add +1 Attack die against each target (so long as they both have no active shields).

If, however, Antiproton Scan had said "....add +1 Attack die each time you attack...", then Forward Weapons Grid would only let you add +1 dice total (not +1 for each ship) as you are only making one attack.

Facing, cloaking ships with AWS the combo (Weyoun and Miles O'Brian becomes priceless) though for pure faction Miles O'Brian is still useful by himself.
Andrew Parks 14197217

PublicTimeline wrote:

Few questions:

1. If I use Captain Data and flip their cloak tokens to red, and they activate after Data due to higher skill, can they use their actions to flip those cloak tokens back to green in the same round? I'm finding Captain Data's low skill is making his ability hard enough to use as it is.

2. USS Enterprise (Constitution Class) says it may perform an action listed on its bar while it has an aux. power token. The new flagship cards make your action on your bar a free action if you already have it. Since the Enterprise does not say "one" or any other restriction, does this mean I can perform the action on my bar that counts as a free action (due to flagship upgrade) and still get to perform another action on the bar with its rule? Since both actions would be on its bar, and it allows its bar actions to be performed in spite of the aux token...

3. what's the technical difference, if any, between "firing" and "attacking?"

overall enjoying the game, though everyone at the store just has fleets which every ship cloaks with an AWS upgrade.


1. No, since they will have no Active Shields (a requirement of Cloaking).

2. Yes.

3. The main difference is only applied in special circumstances like Forward Weapons Grid, which is a single attack against two ships, but you are still "firing" at both ships.
Big_Lou 14197653

Andrew Parks wrote:

PublicTimeline wrote:

Few questions:

1. If I use Captain Data and flip their cloak tokens to red, and they activate after Data due to higher skill, can they use their actions to flip those cloak tokens back to green in the same round? I'm finding Captain Data's low skill is making his ability hard enough to use as it is.

2. USS Enterprise (Constitution Class) says it may perform an action listed on its bar while it has an aux. power token. The new flagship cards make your action on your bar a free action if you already have it. Since the Enterprise does not say "one" or any other restriction, does this mean I can perform the action on my bar that counts as a free action (due to flagship upgrade) and still get to perform another action on the bar with its rule? Since both actions would be on its bar, and it allows its bar actions to be performed in spite of the aux token...

3. what's the technical difference, if any, between "firing" and "attacking?"

overall enjoying the game, though everyone at the store just has fleets which every ship cloaks with an AWS upgrade.


1. No, since they will have no Active Shields (a requirement of Cloaking).

2. Yes.

3. The main difference is only applied in special circumstances like Forward Weapons Grid, which is a single attack against two ships, but you are still "firing" at both ships.


1.With this logic can the USS Enterprise (Constitution Class) perform any number of free actions while having a aux token that are listed in the action bar?

For example can Marotk give a the USS Enterprise (Constitution Class) with a aux token a free action as long as it's listed in the actions bar.
PublicTimeline 14198048

Andrew Parks wrote:

1. No, since they will have no Active Shields (a requirement of Cloaking).

2. Yes.

3. The main difference is only applied in special circumstances like Forward Weapons Grid, which is a single attack against two ships, but you are still "firing" at both ships.


Thanks a bunch!
PublicTimeline 14198168

Big_Lou wrote:



1.With this logic can the USS Enterprise (Constitution Class) perform any number of free actions while having a aux token that are listed in the action bar?

For example can Marotk give a the USS Enterprise (Constitution Class) with a aux token a free action as long as it's listed in the actions bar.


Would Picard work for that matter? If anything Martok is more likely to work than Picard, since Picard is allowing you to perform his set of actions that just coincide, whereas Martok lets you literally choose one off its own bar
Chance Gardener 14198609
So never having used, or seen used, Leonard McCoy, I have a question regarding his use.
Text: Discard McCoy to allow 1 of your (Crew) Upgrades to perform its Action as a free Action this round.

Does discarding McCoy count as an action?
Or is this a case of a card activating in between the Movement phase and the Action phase?

I'm assuming discarding McCoy allows you to take 2 actions on the turn McCoy is discarded.
Otherwise using your action to activate McCoy to do a "free" action with another crew can be done simply by activating that crewman.

But I wanted to be sure my thinking on the matter was correct.
swingk2121 14198679

PublicTimeline wrote:

Big_Lou wrote:



1.With this logic can the USS Enterprise (Constitution Class) perform any number of free actions while having a aux token that are listed in the action bar?

For example can Marotk give a the USS Enterprise (Constitution Class) with a aux token a free action as long as it's listed in the actions bar.


Would Picard work for that matter? If anything Martok is more likely to work than Picard, since Picard is allowing you to perform his set of actions that just coincide, whereas Martok lets you literally choose one off its own bar


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise, but on a good note the Excelsior just says you can perform any free action that is listed on the ships bar while you have an auxiliary token.
davedujour 14199160

swingk2121 wrote:

PublicTimeline wrote:

Big_Lou wrote:



1.With this logic can the USS Enterprise (Constitution Class) perform any number of free actions while having a aux token that are listed in the action bar?

For example can Marotk give a the USS Enterprise (Constitution Class) with a aux token a free action as long as it's listed in the actions bar.


Would Picard work for that matter? If anything Martok is more likely to work than Picard, since Picard is allowing you to perform his set of actions that just coincide, whereas Martok lets you literally choose one off its own bar


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise, but on a good note the Excelsior just says you can perform any free action that is listed on the ships bar while you have an auxiliary token.


Picard no, because he has his own list of possible actions. Martok does work, but only those 4 Action types listed on the 1701's Action Bar. The Independent (Fed side) Flagship card on another nearby ship would let the 1701 get 3 actions while it has an Aux token. "After your Flagship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round." (Just make sure this is 2nd Action the 1701 takes, not the 1st or 3rd.)

If there were more ways to give the 1701 it's choice of free Actions, then the it could do up to 4 Actions, 1 each of Scan, Battlestations, Target Lock, Evade. Since nothing can take the same Action twice, 4 would be the limit.
SteRT 14199836

Chance Gardener wrote:

So never having used, or seen used, Leonard McCoy, I have a question regarding his use.
Text: Discard McCoy to allow 1 of your (Crew) Upgrades to perform its Action as a free Action this round.

Does discarding McCoy count as an action?
Or is this a case of a card activating in between the Movement phase and the Action phase?

I'm assuming discarding McCoy allows you to take 2 actions on the turn McCoy is discarded.
Otherwise using your action to activate McCoy to do a "free" action with another crew can be done simply by activating that crewman.

But I wanted to be sure my thinking on the matter was correct.


You discard McCoy during the action phase to make one of your crew based actions a free action. McCoy himself is not considered an action.
PenguinBonaparte 14201076
Hopefully not a silly question, but the order of things seems new. If I use Captain Data's ability to flip enemy ship's cloak tokens, those ships still cannot be target-locked until the next turn, correct?
Andrew Parks 14201576

PenguinBonaparte wrote:

Hopefully not a silly question, but the order of things seems new. If I use Captain Data's ability to flip enemy ship's cloak tokens, those ships still cannot be target-locked until the next turn, correct?


Correct.
mugato 14201805
Are planetary defense tokens obstacles or treated as obstructing for fire purposes?
mugato 14202031
Do the Indepenent flagship resources cost 11 on all the faction ships? If so, does khan (khan) make it not cost +1?

Magentawolf 14202164

mugato wrote:

Do the Indepenent flagship resources cost 11 on all the faction ships? If so, does khan (khan) make it not cost +1?



The card text explains that the Independent flagship resources are without faction penalty.

mugato wrote:


Are planetary defense tokens obstacles or treated as obstructing for fire purposes?


If they follow the same rules as the previous defense platforms, they count as 'ships' and are neither obstructing nor obstacles.
Andrew Parks 14202165

mugato wrote:

Are planetary defense tokens obstacles or treated as obstructing for fire purposes?


As per the FAQ, they are treated as "enemy ships". So they are not obstructions.
PublicTimeline 14202768
Okay, sorry but I got a new sling of questions. Like, a huge list.

1. Getting the stupid question out of the way on behalf of some other locals. Is this faq official, for both casual and/or tournament play? We have a couple people at our store who don't consider any rulings or faq official unless it's on the wizkids site. They're like, REALLY upset that the faq is on this site and apparently being on this site makes it officially unofficial, somehow.

2. Will there be any plans for an official faq on any wizkids owned/endorsed site?

3. Disobey orders says "you may discard this card at any time to replace one scan, evasion or battlestations token beside your ship with one scan, evasion or battlestations token. since I can modify my attack dice in the order of my choosing, can I use dmitri with the scan token I have, then use Disobey Orders to switch it to battlestations in the modify dice step to spend it on my BS rolls?

4. Another Disobey Orders question, though this is just to confirm I understand the intention of the multiple triggers rule vs disobey Orders. Let's say I have Spock and Dmitri. After rolling attack dice, I choose to reroll two blanks with Dmitri. DO allows me to swap a scan token for a scan token - if the answer to #3 was yes, could I swap a scan token for a scan token so that Spock will technically trigger off of a separate token? I don't think this is the case, but I wish to be thorough if I'm already asking about disobey orders.

5. Jadzia Dax disables herself to let me perform a 2 maneuver, provided I do not attack. In terms of maneuver color/difficulty, does it go by my ship's dial or is it automatically treated as white?

6. For tournaments: Kirk's medals are purchased at 3 points each and set down next to him, meant to be secret from your opponent. But in tournaments, I have come to understand the opponents initial on your sheet each round to confirm he's checked your list for legality purposes. So how am I supposed to utilize Kirk's one advantage in a tournament when people can just look and see my upgrades?

7. Final question I swear! (had to add this in, this actually came up today) My friend and I play the Wrath of Khan Nebula battle scenario, in which shields are always down, and bumping makes both ships take damage unless you roll enough evades, and so on. He takes his Khan on Miranda with one hull point to bumps into my CC Enterprise with one hull point, and we both fail our rolls and die. My Kirk on Enterprise has Cheat Death and he has Stab at Thee. I cheat the death from the bump, then he blows me up with Stab at Thee since he died from the same bump. Does anyone win? I see the rule in the book about simultaneous destruction awarding victory to the player with initiative, and I'm not sure if there was anything I could do to live due to timing. It just seemed to be a really weird timing situation...


Many thanks for your time!!
paulsk 14203810

swingk2121 wrote:


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise,


I'm not sure Picard should be any different. If the Picard action you want to do is also represented on the Enterprise's action bar, then it is "an Action listed on its Action Bar." The action could meet both requirements at the same time.
davedujour 14204068

paulsk wrote:

swingk2121 wrote:


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise,


I'm not sure Picard should be any different. If the Picard action you want to do is also represented on the Enterprise's action bar, then it is "an Action listed on its Action Bar." The action could meet both requirements at the same time.


But it's not the ship doing the Action, it's Picard. That's the difference. Picard has his own list of possible Actions, it just happens to mirror the Action Bar of the Ship. So the Enterprise could perform any of the Actions listed on it's Action Bar while it has an Aux token, but it can't perform any other Actions, like those Picard has available. Those are NOT on the Enterprise's Action Bar, they're on Jean-Luc Picard.

Also, Andrew gave my previous comment on this a "thumbs up", so this is the correct answer. He isn't making a separate comment if other people have already responded. He just thumbs up the answer. Much, much faster.
davedujour 14204102

delta_angelfire wrote:

DonMegel wrote:

Using the enterprise d special ability, if I have the Federation flag ship card and scotty, can I fire with 6 dice in any direction?


for specific questions like this, don't forget to quote the cards so we can determine interaction. That said, you can fire 6 in any direction at range 1, but only 5 at range 2. The +1 Printed Weapon Value on the flagship does not affect the 360 arc which specifcally says "3 dice" and is not related to the strength of your primary weapon value.


Can we get the above added to the FAQ please? It's come up in several conversations already.
alepperd 14204134

PublicTimeline wrote:

6. For tournaments: Kirk's medals are purchased at 3 points each and set down next to him, meant to be secret from your opponent. But in tournaments, I have come to understand the opponents initial on your sheet each round to confirm he's checked your list for legality purposes. So how am I supposed to utilize Kirk's one advantage in a tournament when people can just look and see my upgrades?


It is up to your local TO, but the way I handle it is:
Anyone running Kirk can write "Federation Elite Talent" at 3 (or 4 if he's on a non-fed ship) points on their build sheet. I confirm which two elite talents they'll be using for the duration, and their opponent can confirm they took two fed elite talents from the card backs.
stevecorby 14204335

alepperd wrote:

PublicTimeline wrote:

6. For tournaments: Kirk's medals are purchased at 3 points each and set down next to him, meant to be secret from your opponent. But in tournaments, I have come to understand the opponents initial on your sheet each round to confirm he's checked your list for legality purposes. So how am I supposed to utilize Kirk's one advantage in a tournament when people can just look and see my upgrades?


It is up to your local TO, but the way I handle it is:
Anyone running Kirk can write "Federation Elite Talent" at 3 (or 4 if he's on a non-fed ship) points on their build sheet. I confirm which two elite talents they'll be using for the duration, and their opponent can confirm they took two fed elite talents from the card backs.


That is how I run my OP events as well. Because if you don't do it this way, Kirk isn't really worth what you are paying for him. Let's face it, you most likely aren't playing Kirk for his skill number alone, but to juice up your ship with 2 talents for an extra 6 points.
Andrew Parks 14205954

PublicTimeline wrote:

Okay, sorry but I got a new sling of questions. Like, a huge list.

1. Getting the stupid question out of the way on behalf of some other locals. Is this faq official, for both casual and/or tournament play? We have a couple people at our store who don't consider any rulings or faq official unless it's on the wizkids site. They're like, REALLY upset that the faq is on this site and apparently being on this site makes it officially unofficial, somehow.

2. Will there be any plans for an official faq on any wizkids owned/endorsed site?

3. Disobey orders says "you may discard this card at any time to replace one scan, evasion or battlestations token beside your ship with one scan, evasion or battlestations token. since I can modify my attack dice in the order of my choosing, can I use dmitri with the scan token I have, then use Disobey Orders to switch it to battlestations in the modify dice step to spend it on my BS rolls?

4. Another Disobey Orders question, though this is just to confirm I understand the intention of the multiple triggers rule vs disobey Orders. Let's say I have Spock and Dmitri. After rolling attack dice, I choose to reroll two blanks with Dmitri. DO allows me to swap a scan token for a scan token - if the answer to #3 was yes, could I swap a scan token for a scan token so that Spock will technically trigger off of a separate token? I don't think this is the case, but I wish to be thorough if I'm already asking about disobey orders.

5. Jadzia Dax disables herself to let me perform a 2 maneuver, provided I do not attack. In terms of maneuver color/difficulty, does it go by my ship's dial or is it automatically treated as white?

6. For tournaments: Kirk's medals are purchased at 3 points each and set down next to him, meant to be secret from your opponent. But in tournaments, I have come to understand the opponents initial on your sheet each round to confirm he's checked your list for legality purposes. So how am I supposed to utilize Kirk's one advantage in a tournament when people can just look and see my upgrades?

7. Final question I swear! (had to add this in, this actually came up today) My friend and I play the Wrath of Khan Nebula battle scenario, in which shields are always down, and bumping makes both ships take damage unless you roll enough evades, and so on. He takes his Khan on Miranda with one hull point to bumps into my CC Enterprise with one hull point, and we both fail our rolls and die. My Kirk on Enterprise has Cheat Death and he has Stab at Thee. I cheat the death from the bump, then he blows me up with Stab at Thee since he died from the same bump. Does anyone win? I see the rule in the book about simultaneous destruction awarding victory to the player with initiative, and I'm not sure if there was anything I could do to live due to timing. It just seemed to be a really weird timing situation...


Many thanks for your time!!


1. Yes.

2. Probably.

3. Yes, but it won't have the normal Scan effect (-1 to opponent's defense dice).

4. No

5. Ship's Dial

6. TD usually can verify the identity of the cards privately so it is not revealed on your sheet.

7. If you hadn't used Cheat Death, then initiative would have determined the winner. But since he destroyed you with I Stab at Thee!, he wins due to the exception listed on page 17.
Andrew Parks 14205962

davedujour wrote:

delta_angelfire wrote:

DonMegel wrote:

Using the enterprise d special ability, if I have the Federation flag ship card and scotty, can I fire with 6 dice in any direction?


for specific questions like this, don't forget to quote the cards so we can determine interaction. That said, you can fire 6 in any direction at range 1, but only 5 at range 2. The +1 Printed Weapon Value on the flagship does not affect the 360 arc which specifcally says "3 dice" and is not related to the strength of your primary weapon value.


Can we get the above added to the FAQ please? It's come up in several conversations already.


Done. Added another Flagship ruling as well.
Andrew Parks 14206209
FYI: Today we've updated the FAQ with a new section containing special rules for Space Stations and Stationary Platforms.

Andrew
alepperd 14206297

Andrew Parks wrote:

FYI: Today we've updated the FAQ with a new section containing special rules for Space Stations and Stationary Platforms.

Andrew


And a minor, oblique wave 4 spoiler, you terrible tease.
TheWaspinator 14206320
3. Can a Station ever have its Agility increased (e.g. Hikaru Sulu, Tom Paris)?

No, although Stations can benefit from abilities that increase overall defense dice (Cloaking, Tetryon Emissions, etc.)


So hey, not that anyone is probably surprised, but we're getting a Tom Paris card and he's probably similar to Sulu.
SteRT 14206795

Andrew Parks wrote:

FYI: Today we've updated the FAQ with a new section containing special rules for Space Stations and Stationary Platforms.

Andrew


Love the Antimatter Mine ruling regarding the station as it removes one of the glaring problems about using a station.

Are there any plans to provide a way to counter having an Energy Dissipation Token or Auxiliary Power Token placed on a Station. At present it can't get rid of them because each requires some maneuver/movement to remove.

I drafted up a Rom card to use in my games at present (in DS9 Crew thread) but I would love an official method which makes DS9 playable.
batman15 14206950

Andrew Parks wrote:

eldurand wrote:

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)






Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).


so, to be clear Toreth cannot effect the Defiant?
SteRT 14207060

batman15 wrote:

Andrew Parks wrote:

eldurand wrote:

Andrew Parks wrote:

As per the rulebook, page 13: "If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."

Therefore, Toreth would always be able to land a crit against the Defiant or a ship with Polarized Hull Plating.


I don't mean to beat a dead horse or be pedantic about the wording, I just want to be absolutely clear. My son and I were discussing this last night, and he made a valid point about the difference in wording between the Defiant ability and the Polarized Hull Plating card.

The Defiant ability reads "When defending, convert all of your opponent's critical hit results into hit results." To me, "defending" takes place after the opponent's attack has been rolled and modified, but I assume the "when defending" was written that way simply to make it clear that the Defiant does not modify dice "when attacking." It does make it a little confusing, but I can understand the ruling on this.

However, Polarized Hull Plating reads "When your ship is hit, convert one critical hit into one hit."

The key to this is the interpretation of "When your ship is hit." You don't know whether or not your ship is hit until after you roll your defense dice and compare to the attack dice - an attacker may roll four hit results and not one of them will actually hit the target. Combat step 6 (Compare Results) in the rules says "compare dice results to see whether the defender was hit (emphasis in original rules). That tells me the target has not been hit before this step, so the order should be as follows:
Attack Dice rolled and modified, including Toreth turning a hit into a crit.
Defense dice are rolled and modified.
Attack dice and defense dice are compared, hits and crits are calculated, and THEN the Polarized Hull Plating can turn one crit result that gets past the defense dice into a hit result.

Am I getting too hung up on the meaning of "hit" - i.e. the target ship is "hit" in the attack dice roll, but it is "damaged" by said hit after defense dice are rolled. The wording of Step 6 of the rules seems to validate my interpretation, but I will abide by a ruling from on high.

Thanks Andrew! (Please do not take any of this to be "second-guessing" - you've got a great game here, which my family loves, and it is a testament to it that we take the time to analyze the rules so closely!)






Thanks, Henry. You are correct about Polarized Hull Plating. Unlike the Defiant, it does its conversion during step 6 (ie after Toreth).


so, to be clear Toreth cannot effect the Defiant?


No.

Toreth can affect the Defiant usually as the order of effects is:

Attack Dice are rolled
Defender uses Defiant ability to turn any crits into hits
Attacker uses Toreth ability to turn 1 hit into a crit

If not enough evades are rolled then the crit gets through.


However, if you add Polarised Hull Plating then the order is the same as above but if the crit gets through you can then use the Polarised Hull ability to turn it into a normal hit as it's effect takes place after the number of damaging hits are determined (i.e. after comparing the number of hits and evades).
stevecorby 14207167
A question on Weapons Platforms as they relate to the OPs. Since for the OP they do not have shields and are considered a ship, can a ship with Tribbles beam any unwanted amount of Tribbles onto a Weapons Platform? And if they can, do they effect the Weapons Platform's performance? Thanks. I have some players that want to know.
Andrew Parks 14207201

stevecorby wrote:

A question on Weapons Platforms as they relate to the OPs. Since for the OP they do not have shields and are considered a ship, can a ship with Tribbles beam any unwanted amount of Tribbles onto a Weapons Platform? And if they can, do they effect the Weapons Platform's performance? Thanks. I have some players that want to know.


I don't see why not. wow
Andrew Parks 14207227

SteRT wrote:

Andrew Parks wrote:

FYI: Today we've updated the FAQ with a new section containing special rules for Space Stations and Stationary Platforms.

Andrew


Love the Antimatter Mine ruling regarding the station as it removes one of the glaring problems about using a station.

Are there any plans to provide a way to counter having an Energy Dissipation Token or Auxiliary Power Token placed on a Station. At present it can't get rid of them because each requires some maneuver/movement to remove.

I drafted up a Rom card to use in my games at present (in DS9 Crew thread) but I would love an official method which makes DS9 playable.


Yes, I knew I forgot something. I'll add this to the FAQ tonight:

During a Station's turn to act during the Activation Phase, it removes 1 Auxiliary Power Token and/or 1 Energy Dampening Token automatically at the end of Step 5 (Clean Up).
DrZ327 14207355
Andrew, there is one important thing that has been lacking from this FAQ. The word "Official" at the top. There are those who disregard the work you've put into keeping this collected and current and continue to argue their dodgy interpretations of the rules and apply them in tournament games. That one change would save a great deal of frustration for the majority of us who play the game's rules as written and clarified by it's designers when visiting venues that play by an imagined set of rules or when discussing the merits and implications of various rulings on this and other message boards.

Thank you.
paulsk 14207673

davedujour wrote:

paulsk wrote:

swingk2121 wrote:


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise,


I'm not sure Picard should be any different. If the Picard action you want to do is also represented on the Enterprise's action bar, then it is "an Action listed on its Action Bar." The action could meet both requirements at the same time.


But it's not the ship doing the Action, it's Picard. That's the difference. Picard has his own list of possible Actions, it just happens to mirror the Action Bar of the Ship. So the Enterprise could perform any of the Actions listed on it's Action Bar while it has an Aux token, but it can't perform any other Actions, like those Picard has available. Those are NOT on the Enterprise's Action Bar, they're on Jean-Luc Picard.

Also, Andrew gave my previous comment on this a "thumbs up", so this is the correct answer. He isn't making a separate comment if other people have already responded. He just thumbs up the answer. Much, much faster.


For the sake of discussion I'd like to continue. Picard does not perform actions; Picard says "Each round, you may perform one of the following actions as a free action..." The word "You" is defined to refer to ships, so Picard on the Enterprise allows the Enterprise to perform an action, and the Enterprise can perform actions listed on its action bar while under Auxiliary Power. There is nothing that distinguishes Picard from other upgrades that grant a ship actions, so there is no reason to errata in a special exception for Picard and similar captains. The rules as written already handle this situation without ambiguity.
Kolat 14207869
When do the OP prizes become tourney legal?

Does it need to be the following month or if someone has it from one op and then plays in the same months op at another shop are they legal there?
alepperd 14207896

Kolat wrote:

When do the OP prizes become tourney legal?

Does it need to be the following month or if someone has it from one op and then plays in the same months op at another shop are they legal there?


That's up to the TO. Typically I've seen it that OP prizes are legal in the next months event, though some venues allow you to use whatever, and some allow you to use that months OP participation reward during that event. But it's up to the venue/TO entirely.

Pretty much "it's at the discretion of the venue/TO" is the answer to any question about meta-rules for OP events.
SaxCarr 14208035
I still don't see an official (i.e. from Andrew) ruling on the timing vs. abilities of the Romulan Pilot. Any chance that can be added to the main FAQ... it seems to be a thing people have a lot of opinion about (its easy to misread) and I would like to have a place to reference concerned opponents when they come up. Please and Thankyou to Andrew for being the best creator ever.
TheWaspinator 14208114
I think the default assumption is "if you have it, you can use it". Store policy can always override this though.
PublicTimeline 14208189

paulsk wrote:

For the sake of discussion I'd like to continue. Picard does not perform actions; Picard says "Each round, you may perform one of the following actions as a free action..." The word "You" is defined to refer to ships, so Picard on the Enterprise allows the Enterprise to perform an action, and the Enterprise can perform actions listed on its action bar while under Auxiliary Power. There is nothing that distinguishes Picard from other upgrades that grant a ship actions, so there is no reason to errata in a special exception for Picard and similar captains. The rules as written already handle this situation without ambiguity.


Previously mentioned abilities that are modifying the actions on the Enterprise's bar (like the flagship upgrade) are modifying x, x being all abilities in the ship's bar. Picard is allowing you to perform y as free actions, y being all the abilities Picard's card lets you choose from. While set X and set Y have the same actions in the case of Picard on Enterprise, Picard is NOT read as "you may perform actions listed on your ship's bar as a free action." He gives you an action, he does not modify your pre-existing bar. You cannot assume that because his options are the same as his ship's options, that he modifies your ship's actions in any way. And here are just a few distinguishers:

1. "You may use this action even if your ships does not have it in the action bar" supports the fact that it is Picard's list of actions, that can be similar but is not necessarily the same and therefore does not equate to your ship's bar being the source. Picard is clearly the source, with his list being choices from said separate source.

2. His card reads "you may perform one of the following actions as a free action" While there are other abilities like "target a ship in range 1... that ship can perform an action listed on its bar as a free action." One says "here's MY list you can take from," and the other says "take from your own list and do it"

3. And of course, the flagship action rule that says if you already have the action on your bar, it becomes a free action instead.

This is some night-and-day stuff. It's about the source of the action, not whether the action is the same as listed on your bar. The Enterprise would check to see where the action is coming from, see you trying to scan because of picard, and go "hey it has to come from MY list and not yours." Picard could say "but we have the same scan!" Enterprise just says "Don't matter none, it has to be MY scan from MY list"
PublicTimeline 14208261

SaxCarr wrote:

I still don't see an official (i.e. from Andrew) ruling on the timing vs. abilities of the Romulan Pilot. Any chance that can be added to the main FAQ... it seems to be a thing people have a lot of opinion about (its easy to misread) and I would like to have a place to reference concerned opponents when they come up. Please and Thankyou to Andrew for being the best creator ever.


I've read it a dozen times and I'm trying to see where alternate interpretations can be derived from. As far as I know, "after you move" means "after you move but before you do your actions." When the effect happens if you choose to discard the pilot, then it uses the word "immediately" for the additional maneuver effect. If "immediately" doesn't mean "right after you resolve the pilot's effect to add the token but before any other action is taken," then I need to brush up on my native language of English.

Speaking of the "after you move" wording, I need to mention to other folks at the store to not miss the timing on Janice Rand.
SaxCarr 14208293

PublicTimeline wrote:

SaxCarr wrote:

I still don't see an official (i.e. from Andrew) ruling on the timing vs. abilities of the Romulan Pilot. Any chance that can be added to the main FAQ... it seems to be a thing people have a lot of opinion about (its easy to misread) and I would like to have a place to reference concerned opponents when they come up. Please and Thankyou to Andrew for being the best creator ever.


I've read it a dozen times and I'm trying to see where alternate interpretations can be derived from. As far as I know, "after you move" means "after you move but before you do your actions." When the effect happens if you choose to discard the pilot, then it uses the word "immediately" for the additional maneuver effect. If "immediately" doesn't mean "right after you resolve the pilot's effect to add the token but before any other action is taken," then I need to brush up on my native language of English.

Speaking of the "after you move" wording, I need to mention to other folks at the store to not miss the timing on Janice Rand.


But as free actions can be taken in any order does that mean another free action that round can go before the Scan action? Before the second move? Must it go after?

If you have Romulan Pilot, a free action from a Flagship Card and a free action from a Captain in what order must the actions and the move take place? Sure it happens in the "action step" but as say a move and a sensor echo action in different orders are different things...
kemikos 14208562

SaxCarr wrote:

I still don't see an official (i.e. from Andrew) ruling on the timing vs. abilities of the Romulan Pilot.


Here you go, from two pages back:

Andrew Parks wrote:

FYI: If an ability uses the phrase "after you move," the ability triggers between Step 5 (Clean Up) and Step 6 (Perform Action) of the Activation Phase.


So Martok(8), Romulan Pilot, and other "After you move" effects happen before your Perform Action step.
Andrew Parks 14208801

DrZ327 wrote:

Andrew, there is one important thing that has been lacking from this FAQ. The word "Official" at the top. There are those who disregard the work you've put into keeping this collected and current and continue to argue their dodgy interpretations of the rules and apply them in tournament games. That one change would save a great deal of frustration for the majority of us who play the game's rules as written and clarified by it's designers when visiting venues that play by an imagined set of rules or when discussing the merits and implications of various rulings on this and other message boards.

Thank you.


I have added the word "Official" to the title of this thread.
Andrew Parks 14208865

paulsk wrote:

davedujour wrote:

paulsk wrote:

swingk2121 wrote:


Unfortunately, Picard provides his own bar, this means its not being performed from the ships bar. So the answer is no for the Enterprise,


I'm not sure Picard should be any different. If the Picard action you want to do is also represented on the Enterprise's action bar, then it is "an Action listed on its Action Bar." The action could meet both requirements at the same time.


But it's not the ship doing the Action, it's Picard. That's the difference. Picard has his own list of possible Actions, it just happens to mirror the Action Bar of the Ship. So the Enterprise could perform any of the Actions listed on it's Action Bar while it has an Aux token, but it can't perform any other Actions, like those Picard has available. Those are NOT on the Enterprise's Action Bar, they're on Jean-Luc Picard.

Also, Andrew gave my previous comment on this a "thumbs up", so this is the correct answer. He isn't making a separate comment if other people have already responded. He just thumbs up the answer. Much, much faster.


For the sake of discussion I'd like to continue. Picard does not perform actions; Picard says "Each round, you may perform one of the following actions as a free action..." The word "You" is defined to refer to ships, so Picard on the Enterprise allows the Enterprise to perform an action, and the Enterprise can perform actions listed on its action bar while under Auxiliary Power. There is nothing that distinguishes Picard from other upgrades that grant a ship actions, so there is no reason to errata in a special exception for Picard and similar captains. The rules as written already handle this situation without ambiguity.


Just to clarify this ruling:

The Enterprise lets you perform an Action from its Action Bar even if you have an Auxiliary Power Token. Since the Flagship effectively adds an Action to the ship's Action Bar, it allows the Enterprise to perform the added Action even while under Auxiliary Power.

It is true that it is the ship that performs the Action, but in this case it is a question of the source of that Action. The intention of the Enterprise's ability is that it allows you to perform one of its native Ship Actions under dire circumstances. Therefore, when an Action is derived from its Action Bar (including one added to its Action Bar by the Flagship), then it can be performed while under Auxiliary Power. Picard does not add his Action to the ship's Action Bar, and that is why the ship cannot perform one of Picard's bonus Actions while under Auxiliary Power. This is how the Enterprise and Picard have interacted since the game released.

I understand Paul's argument, as he is focusing on the words "listed on" and taken literally, his argument has merit. However, (and please forgive this somewhat Clintonian explanation), it's all in how you define "listed" in this case. In this case, the intention of the word "listed" is that the Action is coming from the Ship's Action Bar and not another source. I understand the other interpretation as well, but this is why we have FAQ's, so that ambiguous text can be given a final clarification.
Andrew Parks 14208920

SaxCarr wrote:

I still don't see an official (i.e. from Andrew) ruling on the timing vs. abilities of the Romulan Pilot. Any chance that can be added to the main FAQ... it seems to be a thing people have a lot of opinion about (its easy to misread) and I would like to have a place to reference concerned opponents when they come up. Please and Thankyou to Andrew for being the best creator ever.


I've added a couple Romulan Pilot entries to the FAQ, and also added an explanation of the timing of "after you move" abilities in general.
PublicTimeline 14211159
The only disadvantage to having a STAW think tank is all the darned rules questions that come up...

1. Is there any legal way the attack dice from I Stab at Thee can be modified by the ship's owner from his abilities/effects?

2. When you transwarp drive (allowing you to perform a 6 straight if you reveal a 4/5 straight), does the 6 maneuver you perform inherit the color of the 4/5 maneuver you revealed?

Thanks again!
Andrew Parks 14211392

PublicTimeline wrote:

The only disadvantage to having a STAW think tank is all the darned rules questions that come up...

1. Is there any legal way the attack dice from I Stab at Thee can be modified by the ship's owner from his abilities/effects?

2. When you transwarp drive (allowing you to perform a 6 straight if you reveal a 4/5 straight), does the 6 maneuver you perform inherit the color of the 4/5 maneuver you revealed?

Thanks again!


1. No.

2. Yes.
mariettabrit 14211531

Andrew Parks wrote:

stevecorby wrote:

A question on Weapons Platforms as they relate to the OPs. Since for the OP they do not have shields and are considered a ship, can a ship with Tribbles beam any unwanted amount of Tribbles onto a Weapons Platform? And if they can, do they effect the Weapons Platform's performance? Thanks. I have some players that want to know.


I don't see why not. wow


Lol this is going to be awesome devil
H00D4M4N 14211588
Andrew, I'm just not understanding Tom Paris' game text. Can you please explain it to me in layman's terms?
Andrew Parks 14211662

H00D4M4N wrote:

Andrew, I'm just not understanding Tom Paris' game text. Can you please explain it to me in layman's terms?


Lol, I spoil you guys too much...
Kengi 14211675

Andrew Parks wrote:

H00D4M4N wrote:

Andrew, I'm just not understanding Tom Paris' game text. Can you please explain it to me in layman's terms?


Lol, I spoil you guys too much...


Sounds like it'd be too much Worf.
enderqa 14213652
Question about Transwarp Drive and In'Cha. The cards read as follows:

Transwarp Drive
During your Activation Phase, if your Maneuver Dial reveals a 4 or 5 Forward Maneuver, you may choose to use a 6 Forward Maneuver.


In'Cha
Action: Discard this card to perform one additional Maneuver of your choice this round.


Say a ship has both upgrade cards. I choose 4 Forward and proceed to use Transwarp Drive to instead move 6 Forward. Then as an Action I choose to Discard In'Cha. Can I again choose to move 6 Forward? Basically I am asking does the Transwarp Drive work with In'Cha?
Andrew Parks 14213804

enderqa wrote:

Question about Transwarp Drive and In'Cha. The cards read as follows:

Transwarp Drive
During your Activation Phase, if your Maneuver Dial reveals a 4 or 5 Forward Maneuver, you may choose to use a 6 Forward Maneuver.


In'Cha
Action: Discard this card to perform one additional Maneuver of your choice this round.


Say a ship has both upgrade cards. I choose 4 Forward and proceed to use Transwarp Drive to instead move 6 Forward. Then as an Action I choose to Discard In'Cha. Can I again choose to move 6 Forward? Basically I am asking does the Transwarp Drive work with In'Cha?


No, because In'Cha does not involve revealing your Maneuver Dial.
DrunkDwarves 14214145
In OP4...When you attack, do you measure range to The Starfleet Token or to The Planet?
davedujour 14214209

DrunkDwarves wrote:

In OP4...When you attack, do you measure range to The Starfleet Token or to The Planet?


The SFHQ Token in the middle of the planet.
the_triangle_man 14214263

DrunkDwarves wrote:

In OP4...When you attack, do you measure range to The Starfleet Token or to The Planet?

Should be the token. From the OP Instructions:

"STARFLEET HEADQUARTERS TOKENS (SHQ)
This Token may be fired at by any ship. Any ship attacking this Token must roll 1 less attack die."
Illyth 14215242
If I make two separate attacks with the same ship during the same round (i.e. Secondary Torpedo Launcher, Missile Launchers, Once More Unto the Breach) while I have a Scan token by my ship, will Mr. Spock's ability apply to both attacks?

Mr. Spock wrote:

If your ship has a [SCAN] Token beside it when you attack, you may convert all your [BATTLESTATIONS] results into [HIT] results.


Thanks!
jetsetter 14216287
Andrew,
If a ship has Barrage of Fire and the other ship has Data (crew card--perform evade action get 2 evade icons and reduce attack this round by 2 dice)...question is:

I use Barrage of Fire to combine the two ships printed attack value, will I have to remove the 2 attack dice due to Data's ability or do I still use the printed value?

Thanks,
Ron
Magentawolf 14217369

jetsetter wrote:

Andrew,
If a ship has Barrage of Fire and the other ship has Data (crew card--perform evade action get 2 evade icons and reduce attack this round by 2 dice)...question is:

I use Barrage of Fire to combine the two ships printed attack value, will I have to remove the 2 attack dice due to Data's ability or do I still use the printed value?

Thanks,
Ron


No. Data reduces the number of attack dice when the activating ship rolls them, it does not reduce that ships' Primary Weapon Value, which is all that the BoF cares about.
Magentawolf 14217382

Illyth wrote:

If I make two separate attacks with the same ship during the same round (i.e. Secondary Torpedo Launcher, Missile Launchers, Once More Unto the Breach) while I have a Scan token by my ship, will Mr. Spock's ability apply to both attacks?

Mr. Spock wrote:

If your ship has a [SCAN] Token beside it when you attack, you may convert all your [BATTLESTATIONS] results into [HIT] results.


Thanks!


Yes.
jmdt784 14218216
One more question on the Romulan Pilot.

Lets say I hit a ship with my 1st move and then activate the Romulan Pilot directly after to make a green maneuver. Do I get the free scan token, or no?
alepperd 14218275

jmdt784 wrote:

One more question on the Romulan Pilot.

Lets say I hit a ship with my 1st move and then activate the Romulan Pilot directly after to make a green maneuver. Do I get the free scan token, or no?


Discarding the Romulan Pilot is a free action. If you overlap a ship with your move, you can't take any actions, including free actions (Like Romulan Pilot). So you wouldn't be able to trigger her in the first place for either effect.
batman15 14218591
are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?
H00D4M4N 14218625

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


Same person. There is no "Captain Sulu" in this game.
Illyth 14218627

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."
SteRT 14218636

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They're the same unique person.
H00D4M4N 14218734

Andrew Parks wrote:

H00D4M4N wrote:

Andrew, I'm just not understanding Tom Paris' game text. Can you please explain it to me in layman's terms?


Lol, I spoil you guys too much...


Ah well… couldn't hurt to try. Happy holidays Andrew!
batman15 14218765

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.

Magentawolf 14218837

batman15 wrote:

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.



Even if it were Hikaru Sulu and Captain Sulu, they would both be considered the same person.
batman15 14218866

Magentawolf wrote:

batman15 wrote:

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.



Even if it were Hikaru Sulu and Captain Sulu, they would both be considered the same person.


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.
kemikos 14219579

H00D4M4N wrote:

Andrew, I'm just not understanding Tom Paris' game text. Can you please explain it to me in layman's terms?


RTFC!

Chance Gardener 14220177

batman15 wrote:

Magentawolf wrote:

batman15 wrote:

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.



Even if it were Hikaru Sulu and Captain Sulu, they would both be considered the same person.


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.

Just curious, do these same people think they can have 3 Worfs in a fleet then?
alepperd 14220243

Chance Gardener wrote:

Just curious, do these same people think they can have 3 Worfs in a fleet then?


I think there are probably people who would try to split hairs if they'd named them like "Lt(jg) Worf," "Lieutenant Commander Worf," and "Worf of The House of Martok."

However there's not even that wiggle room because the designers nipped it in the bud by giving the cards identical names. If you were approaching the rules like a deterministic robot, you could make a case that a card called "Captain Sulu" was not the same unique card as one called "Lieutenant Sulu," but they're both called "Haikaru Sulu" so it's not even an issue.
H00D4M4N 14220255

Chance Gardener wrote:

batman15 wrote:

Magentawolf wrote:

batman15 wrote:

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.



Even if it were Hikaru Sulu and Captain Sulu, they would both be considered the same person.


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.

Just curious, do these same people think they can have 3 Worfs in a fleet then?


I think that might actually be a fun scenario sometime, especially when we get more crew promoted to captains. There's a ripple in the space-time continuum, and, well, let's just say this section of the Alpha Quadrant is really messed up.

Worf: Mr. Worf?

Worf: Yes Captain?

Worf: I'm not liking that shot with those photon torpedoes. I need you to do your thing and reroll those dice!

Worf: Um, sir?

Worf: What is it, Mr. Worf?

Worf: Um, I'm not that Mr. Worf, Captain Worf. I'm the Worf that reduces an enemy's attack by two at range one.

Worf: Really???

(Q appears out of nowhere)

Q: See, I told you all Klingons look alike! Tee-hee!
davedujour 14223147

H00D4M4N wrote:

Chance Gardener wrote:

batman15 wrote:

Magentawolf wrote:

batman15 wrote:

Illyth wrote:

batman15 wrote:

are Hikaru Sulu and Captain Sulu considered the same unique person, or is a player free to have both on a ship, or fleet because they have different names?


They don't have different names. They're both "Hikaru Sulu."


Well color me stupid, thats what I get for listening to other people and not verifying myself.



Even if it were Hikaru Sulu and Captain Sulu, they would both be considered the same person.


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.

Just curious, do these same people think they can have 3 Worfs in a fleet then?


I think that might actually be a fun scenario sometime, especially when we get more crew promoted to captains. There's a ripple in the space-time continuum, and, well, let's just say this section of the Alpha Quadrant is really messed up.

Worf: Mr. Worf?

Worf: Yes Captain?

Worf: I'm not liking that shot with those photon torpedoes. I need you to do your thing and reroll those dice!

Worf: Um, sir?

Worf: What is it, Mr. Worf?

Worf: Um, I'm not that Mr. Worf, Captain Worf. I'm the Worf that reduces an enemy's attack by two at range one.

Worf: Really???

(Q appears out of nowhere)

Q: See, I told you all Klingons look alike! Tee-hee!


All good things...
delta_angelfire 14223718

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."
davedujour 14223786

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


That would be those people that can't/don't read the rules. There seems to be a lot of them.
hockeyjedi 14224194

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


Perhaps the name "Riker" wasn't the best choice for this rule clarification... laugh




davedujour 14224585

hockeyjedi wrote:

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


Perhaps the name "Riker" wasn't the best choice for this rule clarification... laugh






I love how Thomas Riker's beard is a bit fuller in the cheeks.
If there is a Thomas Riker card, presumably it would say "Thomas Riker" and not "William T. Riker"
alepperd 14224669

davedujour wrote:

hockeyjedi wrote:

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


Perhaps the name "Riker" wasn't the best choice for this rule clarification... laugh






I love how Thomas Riker's beard is a bit fuller in the cheeks.
If there is a Thomas Riker card, presumably it would say "Thomas Riker" and not "William T. Riker"


davedujour 14225074
Yeah, but when Thomas is first rescued & is wearing the Lt. in gold, he has the fuller cheeks beard.
Illyth 14226545
PLEASE... no beard GIFs in the FAQ! It's cluttered enough as is!
alepperd 14226980

Illyth wrote:

PLEASE... no beard GIFs in the FAQ! It's cluttered enough as is!


Yes, this is a thread strictly for important...



...data.
Illyth 14227546

alepperd wrote:


Yes, this is a thread strictly for important...


...data.


Lol... well played indeed.
DrunkDwarves 14231597
Question on Boheeka:
If your ship has a Battle Stations Token beside it when you attack, you may convert 1 blank result into 1 Hit result.


After you roll your attack dice, could you change a blank result to a Hit and then cash in the Battle Stations to change the BS die results? Or on a single attack would it be an either/or thing?
FortuneFavorTheBold 14231701
You modify dice in any order after rolling. So the way that I would do it is to use Boheeka's effect, if applicable/desired, then spend the battle stations token, if applicable/desired. Doing it the other way would mean you no longer had the token to apply the effect to a blank die with.
Broadstorm 14231807
Does the flagship ability (for those that increase the attack stat) increase just the standard weapon or any weapon?
Andrew Parks 14231879

Broadstorm wrote:

Does the flagship ability (for those that increase the attack stat) increase just the standard weapon or any weapon?


If you're referring to the printed +1, it increases the Primary Weapon Value only.
Broadstorm 14232031

Andrew Parks wrote:

Broadstorm wrote:

Does the flagship ability (for those that increase the attack stat) increase just the standard weapon or any weapon?


If you're referring to the printed +1, it increases the Primary Weapon Value only.


Yes, that it what I meant. I thought so, but just wanted to check.
batman15 14233356

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


I guess because some people feel that if the name isn't exact then they can play it. The example I gave is what someone at my venue posted asking if they could play Captain Sulu and Hikaru Sulu because their names were different. Another player posted that it was in fact legal. I'm away on business so I could not verify their cards before asking the question here and it was pointed out that their names on the cards are actually the same and making it a moot point.

However, if that wasn't the case and the player was correct and the two cards did say Captain Sulu and Hikaru Sulu the the technicality exists that the cards have two different unique names. While I personally would interpret them to be the same person, there will be people who argue differently, which is why I asked the question.
Broadstorm 14233724

batman15 wrote:

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


I guess because some people feel that if the name isn't exact then they can play it. The example I gave is what someone at my venue posted asking if they could play Captain Sulu and Hikaru Sulu because their names were different. Another player posted that it was in fact legal. I'm away on business so I could not verify their cards before asking the question here and it was pointed out that their names on the cards are actually the same and making it a moot point.

However, if that wasn't the case and the player was correct and the two cards did say Captain Sulu and Hikaru Sulu the the technicality exists that the cards have two different unique names. While I personally would interpret them to be the same person, there will be people who argue differently, which is why I asked the question.


I have the Excelsior set. The card has "HIKARU SULU" and then indicates next to the name that this is a captain card. Therefore the name "HIKARU SULU" is the same as on his card from the Constitution Class Enterprise set.
Ghostrunner 14234568
OP5 - SETUP QUESTION

The way the instruction sheet is written, it implies both sides deploy their fleets, THEN take turns placing the OWPs.

Is this correct, or are the OWPs placed first, then the players deploy their forces in their assigned areas?

DrunkDwarves 14234752

FortuneFavorTheBold wrote:

You modify dice in any order after rolling. So the way that I would do it is to use Boheeka's effect, if applicable/desired, then spend the battle stations token, if applicable/desired. Doing it the other way would mean you no longer had the token to apply the effect to a blank die with.


Thank you. I had a feeling that was the case but wanted to double check since it played a role in my next OP build. I wasn't sure if it would fall under that not being able to use the same thing thing to trigger multiple abilities...Like the same Scan being used for both Spock and Geordi.
RustyDice 14235104
A few people are making the decision that Independent faction cards are exempt from paying faction penalties. I cannot find any rule or FAQ to support this (as much as I like the idea). Could you please clarify this. It somewhat reduces the intention of Khan;s ability in my mind.

davedujour 14235287

RustyDice wrote:

A few people are making the decision that Independent faction cards are exempt from paying faction penalties. I cannot find any rule or FAQ to support this (as much as I like the idea). Could you please clarify this. It somewhat reduces the intention of Khan;s ability in my mind.



Does this really need to be clarified? Independent is a separate Faction. Page 21 of the rule book is very clear:

If all players agree, then each player may play ships from multiple Factions. Players may even combine Captains and Upgrades from multiple Factions on the same ship if they are will to pay the Faction pnalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction.


Independent is not the same Faction as Federation, Klingon, or any of the others. They have to pay the Faction penalty, just like the rules say. If someone argues this, tell them to go read the rule book again.
H00D4M4N 14235352

davedujour wrote:

RustyDice wrote:

A few people are making the decision that Independent faction cards are exempt from paying faction penalties. I cannot find any rule or FAQ to support this (as much as I like the idea). Could you please clarify this. It somewhat reduces the intention of Khan;s ability in my mind.



Does this really need to be clarified? Independent is a separate Faction. Page 21 of the rule book is very clear:

If all players agree, then each player may play ships from multiple Factions. Players may even combine Captains and Upgrades from multiple Factions on the same ship if they are will to pay the Faction pnalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction.


Independent is not the same Faction as Federation, Klingon, or any of the others. They have to pay the Faction penalty, just like the rules say. If someone argues this, tell them to go read the rule book again.


Also because of the Flagship resources (that can now make a ship dual faction) this is now clearer than ever.
RustyDice 14235602
If anything, the ability conferred by the flagship card gives rise to the idea. The card does not state it becomes dual faction - that was something added in this topic by the designer.

I just wanted to hear confirmation. I came to the same conclusion, but the fact that a lot of people think otherwise suggests it needs an entry in the FAQ.

mariettabrit 14235911
Does adding the independant flagship card to a non-independant ship make it cost 11?
FortuneFavorTheBold 14236024
Questions regarding OP3 and OP4.

The Koranak's ability: "Instead of making a normal attack, you may spend a [SCAN] Token to attack 2 different ships with your Primary Weapon at -2 attack dice each."

In cases such as this where the attack is split between multiple ships,

1) Is this considered a single attack, or two separate ones? If it is two separate attacks, can it be used to attack with troops on the planet as well as on a ship for -2 attack dice? If the troop attack can occur, does it suffer a -2 attack dice penalty from the Koranak's ability?

2) In OP4, does the SFHQ Token count as one of the "2 different ships" the Koranak can use this ability to target?
anyGould 14236057

delta_angelfire wrote:

batman15 wrote:


While I agree with you, there are other people who would interpret the rule differently and I wanted to verify it before a tournament.


How is there any room for interpretation? on page 21 of the rulebook it clearly states

"A Single player cannot field two or more cards that share the same unique name, even if there are two different cards with the same name (e.g. a "Riker" Crew Upgrade Card cannot be played if the player is already using a "Riker" captain card)."


I think the interpretation issue would come up if they made "Worf", "Captain Worf", and "Badass Worf" titles. Which would then not fall under the "same unique name" rule.
Magentawolf 14236106

mariettabrit wrote:

Does adding the independant flagship card to a non-independant ship make it cost 11?


No. Andrew has said that this is without penalty.
davedujour 14236279

FortuneFavorTheBold wrote:

Questions regarding OP3 and OP4.

The Koranak's ability: "Instead of making a normal attack, you may spend a [SCAN] Token to attack 2 different ships with your Primary Weapon at -2 attack dice each."

In cases such as this where the attack is split between multiple ships,

1) Is this considered a single attack, or two separate ones? If it is two separate attacks, can it be used to attack with troops on the planet as well as on a ship for -2 attack dice? If the troop attack can occur, does it suffer a -2 attack dice penalty from the Koranak's ability?

2) In OP4, does the SFHQ Token count as one of the "2 different ships" the Koranak can use this ability to target?


The answer to #2 is Yes, SFHQ counts as a ship that can be attacked.

If #1 is like Forward Weapons Grid, then counts as a single attack. FWG: "Attack: Disable this card to perform this attack. You must divide the attack between 2 different ships in your forward firing arc. You may divide your attack dice however your like, but you must roll at least 1 attack die against each ship."
But the Koranak doesn't say Attack: at the start of it's ability. My guess is this is the intent though. It's effectively a built in FWG.

Mordaenor 14236293

davedujour wrote:

If all players agree, then each player may play ships from multiple Factions. Players may even combine Captains and Upgrades from multiple Factions on the same ship if they are will to pay the Faction pnalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction.


Independent is not the same Faction as Federation, Klingon, or any of the others. They have to pay the Faction penalty, just like the rules say. If someone argues this, tell them to go read the rule book again.


I think the main reason this is sort of grey area is that, since mixing faction is an optional rule to begin with (all players must agree to allow it) if the decision is made to NOT play with this option, it renders cards like Khan completely un-usable. Which begs the question if that was the designer intent to introduce cards that could only be used in a mixed-faction game, since there are no Independant starships yet.
davedujour 14236360

Mordaenor wrote:

davedujour wrote:

If all players agree, then each player may play ships from multiple Factions. Players may even combine Captains and Upgrades from multiple Factions on the same ship if they are will to pay the Faction pnalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction.


Independent is not the same Faction as Federation, Klingon, or any of the others. They have to pay the Faction penalty, just like the rules say. If someone argues this, tell them to go read the rule book again.


I think the main reason this is sort of grey area is that, since mixing faction is an optional rule to begin with (all players must agree to allow it) if the decision is made to NOT play with this option, it renders cards like Khan completely un-usable. Which begs the question if that was the designer intent to introduce cards that could only be used in a mixed-faction game, since there are no Independant starships yet.


Every place I've heard of that enforces mixed faction ships makes an exception for the Independent faction. Those upgrades can go on any ship but must pay the penalty.
I like to point out that the Independent do have their own ship, although it's not tournament legal. The "Nor Class Orbital Space Station" (reverse side of the DS9 token) is clearly marked Independent faction.
Mordaenor 14237788

davedujour wrote:

I like to point out that the Independent do have their own ship, although it's not tournament legal. The "Nor Class Orbital Space Station" (reverse side of the DS9 token) is clearly marked Independent faction.


That's true. It too is only usable if all players agree to it. Use of the DS9/Abandoned Space Station, has always felt like more of an Officially sanctioned House Rule to me. (Nothing wrong with that, we use it all the time at home, just an observation.)
swingk2121 14238685
Question regarding Admiral's orders and fleet points. (Just trying to understand Admiral's orders)

Admiral's Orders

This card explains the rules for Admiral’s Orders in tournament play and serves as a reference to remind players of their effects.
1)In additional to normal Squad Building rules, each player may equip their fleet with any number of Admiral’s Orders (no more than 1 of each Order). The criteria for each individual Order must be met by your fleet in order to equip it to your fleet. NOTE: Admiral’s Orders are not considered Resources.
2)Each month of the OP tournament, players may choose from the current Admiral’s Orders.
3)Players must spend a number of Squadron Points (SP) to equip their fleet with an Admiral’s Order. The SP cost of an Admiral’s Order will be located on the Order’s reference card.
4)Players cannot change Admiral’s Orders between Battle Rounds of a tournament. Once a player chooses one or more Admiral’s Orders, they must use those Orders for the entire tournament.



UNITED FORCE (0 SP)
You may only deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself.
While the United Force Order is part of your fleet:
1)During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these Upgrades between Battle Rounds of tournament.
2)Once per round, you may re-roll any one of your dice (even if it has already been re-rolled).
3)You cannot place a Captain or Upgrade from the Reinforcements Sideboard onto a ship of a different Factions.


If I build a fleet with 99 points and use the 'United forces' admirals orders (Which provides 10 extra fleet points) for purposes of initiative is my fleet still considered to be a 99 point fleet or am I now potential a 110 point fleet.

If the above answer is NO, that I would have a 110 point fleet and would not have initiative, does this then mean my opponent with 100 point fleet would now have initiative?
Magentawolf 14238758

swingk2121 wrote:


If I build a fleet with 99 points and use the 'United forces' admirals orders (Which provides 10 extra fleet points) for purposes of initiative is my fleet still considered to be a 99 point fleet or am I now potential a 110 point fleet.

If the above answer is NO, that I would have a 110 point fleet and would not have initiative, does this then mean my opponent with 100 point fleet would now have initiative?


Your fleet is still considered to be 99 points; the extra 10pts of upgrades occurs during the Set Up phase, and technically isn't a part of your build.
davedujour 14239316

Andrew Parks wrote:

swingk2121 wrote:

PaladinH wrote:

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew


So reading the rules FAQ on the first page this is what I find:

"However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel)."

Spock would use need a scan token to have his text work and seeing as you can't use tokens to modify this attack I question if Spock truly would be able to use his abilities.

Andrew if you could give a yes or no.


Spock just needs the Scan Token to be sitting next to the ship so his text works. That is very different than spending a token like Target Lock or Battle Stations during the normal combat sequence (which is not used when dropping the Antimatter Mines).


Can we get the FAQ updated/clarified with what effects can and cannot modify attack dice from Antimatter mines please? Specifically, this entry:
9. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra; you may also substitute the Elite Attack Die for one of the normal attack dice. However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel hits).

If a ship later moves onto or through an already placed Minefield Token, the dice cannot be altered at all, even by card effects such as Scotty, Kyle, and Donatra.


It is not at all clear from this and other comments throughout these 60some pages what is allowed and what isn't to change or add to those initial attack dice. It sounds like no tokens can be spent but other effects can modify those dice, including effects based off other tokens, like Spock & Scan. Is that correct? Can this be added to the FAQ please? There has been much debate and discussion about Antimatter Mines in relation to how their attack can be modified around here.
SaxCarr 14239399
So regarding the Praetus and its cloaking text:

"You may use the [cloak] Action even if you have no active shields. Whenever you choose the [cloak] Action, roll 1 attack die. On a [battlestations] result, your Hull sustains 1 damage."

Its not clear from this that if you had a shield for some reason (say from making the Praetus an independent flagship such that it had +1 shield) that it could then cloak without risking a damage.

So if I have a shield on my Praetus and I cloak, roll or no roll?
Rune Stonegrinder 14239890
For Andrew

In my local gaming store there is alot ot talk about using the reinforcement sideboard. Can you have more than one card of the same type on the sideboard?
davedujour 14240156

Rune Stonegrinder wrote:

For Andrew

In my local gaming store there is alot ot talk about using the reinforcement sideboard. Can you have more than one card of the same type on the sideboard?


No. The reference card for the Sideboard clearly states that only one of each type of card is allowed.
alepperd 14240215

SaxCarr wrote:

So regarding the Praetus and its cloaking text:

"You may use the [cloak] Action even if you have no active shields. Whenever you choose the [cloak] Action, roll 1 attack die. On a [battlestations] result, your Hull sustains 1 damage."

Its not clear from this that if you had a shield for some reason (say from making the Praetus an independent flagship such that it had +1 shield) that it could then cloak without risking a damage.

So if I have a shield on my Praetus and I cloak, roll or no roll?


Interesting. Since the Praetus has cloak on its action bar and there's nothing that says you can't cloak the normal way, I don't see why that wouldn't work.
davedujour 14240248

SaxCarr wrote:

So regarding the Praetus and its cloaking text:

"You may use the [cloak] Action even if you have no active shields. Whenever you choose the [cloak] Action, roll 1 attack die. On a [battlestations] result, your Hull sustains 1 damage."

Its not clear from this that if you had a shield for some reason (say from making the Praetus an independent flagship such that it had +1 shield) that it could then cloak without risking a damage.

So if I have a shield on my Praetus and I cloak, roll or no roll?


Roll. "Whenever you choose the [cloak] Action, roll 1 attack die." No mention about having shields or not.

And if the Preatus does get Shields, like with a Flagship card, it would still have to deactivate those shields when it cloaks. It's ability only allows it to cloak when it doesn't have any shields at all, unlike every other cloaking ship in the game.
Andrew Parks 14240413

FortuneFavorTheBold wrote:

Questions regarding OP3 and OP4.

The Koranak's ability: "Instead of making a normal attack, you may spend a [SCAN] Token to attack 2 different ships with your Primary Weapon at -2 attack dice each."

In cases such as this where the attack is split between multiple ships,

1) Is this considered a single attack, or two separate ones? If it is two separate attacks, can it be used to attack with troops on the planet as well as on a ship for -2 attack dice? If the troop attack can occur, does it suffer a -2 attack dice penalty from the Koranak's ability?

2) In OP4, does the SFHQ Token count as one of the "2 different ships" the Koranak can use this ability to target?


1. If used this way, it's one attack against two different ships (similar to Forward Weapons Grid).

2. Yes
Andrew Parks 14240522

davedujour wrote:

Andrew Parks wrote:

swingk2121 wrote:

PaladinH wrote:

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew


So reading the rules FAQ on the first page this is what I find:

"However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel)."

Spock would use need a scan token to have his text work and seeing as you can't use tokens to modify this attack I question if Spock truly would be able to use his abilities.

Andrew if you could give a yes or no.


Spock just needs the Scan Token to be sitting next to the ship so his text works. That is very different than spending a token like Target Lock or Battle Stations during the normal combat sequence (which is not used when dropping the Antimatter Mines).


Can we get the FAQ updated/clarified with what effects can and cannot modify attack dice from Antimatter mines please? Specifically, this entry:
9. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra; you may also substitute the Elite Attack Die for one of the normal attack dice. However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel hits).

If a ship later moves onto or through an already placed Minefield Token, the dice cannot be altered at all, even by card effects such as Scotty, Kyle, and Donatra.


It is not at all clear from this and other comments throughout these 60some pages what is allowed and what isn't to change or add to those initial attack dice. It sounds like no tokens can be spent but other effects can modify those dice, including effects based off other tokens, like Spock & Scan. Is that correct? Can this be added to the FAQ please? There has been much debate and discussion about Antimatter Mines in relation to how their attack can be modified around here.


I've added that clarification to that section.
Andrew Parks 14240529

SaxCarr wrote:

So regarding the Praetus and its cloaking text:

"You may use the [cloak] Action even if you have no active shields. Whenever you choose the [cloak] Action, roll 1 attack die. On a [battlestations] result, your Hull sustains 1 damage."

Its not clear from this that if you had a shield for some reason (say from making the Praetus an independent flagship such that it had +1 shield) that it could then cloak without risking a damage.

So if I have a shield on my Praetus and I cloak, roll or no roll?


You still have to roll, and you still have to disable the shield. However, if the shield is later damaged, you can still Cloak as per the Praetus's text.
swingk2121 14241821

davedujour wrote:

Andrew Parks wrote:

swingk2121 wrote:

PaladinH wrote:

Magentawolf wrote:

swingk2121 wrote:

jmdt784 wrote:

So Antimatter mines. Here's what I get from the FAQ:

The turn they are played, cards can effect them the turn they come out like Donatra, Scotty, etc giving them more dice.

Also tokens like battlestations and target lock do not work with them, nor can they be evaded.

So the grey area I do not see covered is a card like Spock that neither modifies the number nor is a token. Do Spock and similar qaulity enhancers work with the antimatter mines the turn they are played?


Yes, when you use cloaking antimatter mines, on the turn they are activated (only on the first round when deployed) it is considered a secondary attack like torpedoes and can be modified like normal. There for if you use Scotty and have donatra it will become a 7 attack dice. I believe the reason you can't use battle stations is it doesn't follow the normal combat phase (defender doesn't roll defense dice).

As for Spock I would say seeing as his ability requires the use of a scan token the answer is no, because again action tokens can only be used during normal combat phase. This might need further clarification from Andrew.


Since Spock only checks for the presence of a Scan token, and doesn't require it to be used, I would have to argue that he works.

I'd prefer if Antimatter mines were unalterable, rather then being this odd quasi-exception, but oh well.


I just had this very question, and searched and searched the FAQ to no avail. I was ready to post the question, then thought to check the other rules threads, and, lo and behold, this was answered before http://boardgamegeek.com/thread/1028616/im-trailing-mines (and probably should be added to the FAQ):

Andrew Parks wrote:

If you increase or decrease the total amount of attack dice for the round, then it will affect Antimatter Mines for the turn that you drop them (if you drop them right onto someone).

Spock and Drex would work similarly (i.e. only the round that you drop the Mines).
Andrew


So reading the rules FAQ on the first page this is what I find:

"However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel)."

Spock would use need a scan token to have his text work and seeing as you can't use tokens to modify this attack I question if Spock truly would be able to use his abilities.

Andrew if you could give a yes or no.


Spock just needs the Scan Token to be sitting next to the ship so his text works. That is very different than spending a token like Target Lock or Battle Stations during the normal combat sequence (which is not used when dropping the Antimatter Mines).


Can we get the FAQ updated/clarified with what effects can and cannot modify attack dice from Antimatter mines please? Specifically, this entry:
9. Can the attack dice rolled for Antimatter Mines be modified in any way?

Yes, but only when you drop the Minefield Token directly on top of another ship. In this case, the number of attack dice can be altered by card effects such as Scotty, Kyle, and Donatra; you may also substitute the Elite Attack Die for one of the normal attack dice. However, since the Antimatter Mines are a special form of attack that do not follow the normal rules of the Combat Phase, you cannot use Target Lock or Battle Stations tokens to modify the attack dice (and your opponent cannot use Evade tokens to cancel hits).

If a ship later moves onto or through an already placed Minefield Token, the dice cannot be altered at all, even by card effects such as Scotty, Kyle, and Donatra.


It is not at all clear from this and other comments throughout these 60some pages what is allowed and what isn't to change or add to those initial attack dice. It sounds like no tokens can be spent but other effects can modify those dice, including effects based off other tokens, like Spock & Scan. Is that correct? Can this be added to the FAQ please? There has been much debate and discussion about Antimatter Mines in relation to how their attack can be modified around here.


Andrew if this is included can it also be specified for cloaked mines.

Thank you
TheWaspinator 14241941
Can we get a revised fleet build sheet with spaces for reinforcement sideboard and admiral's order stuff? The current one doesn't have a spot for either.
davedujour 14241950

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.
eisenmerc 14242218
Question on an Admiral's order.

"United Force- You may only deploy this order if the captain and all upgrades on each of your ships match the same faction as the ship itself... 1)During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these upgrades between Battle Rounds of a tournament."

Does this order require you all your ships to be of the same faction, or may you use ships of different factions so long as your captains and upgrades all match the faction of the ship they are on?

Many thanks
capopolar 14242801
How does Dimitri work over multiple attacks? How does he work if multiple ships are hit by the same use of antimatter mines?

Thanks!
PublicTimeline 14243022
1. I'm just making sure I didn't miss anything - except for flagship resources, upgrades from the "independent" faction invoke point penalties for squad building? I'm pretty sure it does, as it almost disqualified my list from an event tonight (thankfully I built my list under on purpose in case initiative came up, so I didn't end up going over)

While you can't have Spock AND Dmitri both boosting your attack, can one of those two boost the attack from both my first Torpedoes AND the bonus attack from the Sutherland's Secondary Torpedo Launcher? (STL says you may discard it and fire it as a second attack if you fired torpedoes at someone the same turn)
XanderF 14243165
If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?
Chance Gardener 14243988
Believe you should see the crit effect first.
Then you can decide to use massacre after.
Don't think you have to declare usage first.
Broadstorm 14244139
I know that in cases of overlapping cloaked minefields, it is treated as just 1, but what if a ship ends up within range 1 of 2 mine tokens that are far enough apart that the 2 minefields do not overlap? If the tokens are 9 inches apart with range 1 extending out 4 inches, the minefields do not overlap, but a ship could end up in both. Is this treated as being in overlapping minefields which only does 1 attack or more like clearing 1 & entering another which does 2 attacks?
RustyDice 14244500

Magentawolf wrote:

swingk2121 wrote:


If I build a fleet with 99 points and use the 'United forces' admirals orders (Which provides 10 extra fleet points) for purposes of initiative is my fleet still considered to be a 99 point fleet or am I now potential a 110 point fleet.

If the above answer is NO, that I would have a 110 point fleet and would not have initiative, does this then mean my opponent with 100 point fleet would now have initiative?


Your fleet is still considered to be 99 points; the extra 10pts of upgrades occurs during the Set Up phase, and technically isn't a part of your build.


This is something I read into and felt needs further clarification.

While the card states it is used in setup, fleet build is also part of setup.

The OP rules state you build fleets as per the rulebook, which means during setup.

Except... you don't. You build your fleet before setup in tournaments, which means that part of setup is removed. So, surely the United Force is not done in setup now either.

The FAQ states you write your "United Force" cards on the fleet sheet, marked with an asterix. This is done before setup.
H00D4M4N 14244673

Broadstorm wrote:

I know that in cases of overlapping cloaked minefields, it is treated as just 1, but what if a ship ends up within range 1 of 2 mine tokens that are far enough apart that the 2 minefields do not overlap? If the tokens are 9 inches apart with range 1 extending out 4 inches, the minefields do not overlap, but a ship could end up in both. Is this treated as being in overlapping minefields which only does 1 attack or more like clearing 1 & entering another which does 2 attacks?


If the cloaked mines are not overlapping, they wouldn't be treated as overlapping. So you would get damaged twice in this instance.
H00D4M4N 14244694

RustyDice wrote:

Magentawolf wrote:

swingk2121 wrote:


If I build a fleet with 99 points and use the 'United forces' admirals orders (Which provides 10 extra fleet points) for purposes of initiative is my fleet still considered to be a 99 point fleet or am I now potential a 110 point fleet.

If the above answer is NO, that I would have a 110 point fleet and would not have initiative, does this then mean my opponent with 100 point fleet would now have initiative?


Your fleet is still considered to be 99 points; the extra 10pts of upgrades occurs during the Set Up phase, and technically isn't a part of your build.


This is something I read into and felt needs further clarification.

While the card states it is used in setup, fleet build is also part of setup.

The OP rules state you build fleets as per the rulebook, which means during setup.

Except... you don't. You build your fleet before setup in tournaments, which means that part of setup is removed. So, surely the United Force is not done in setup now either.

The FAQ states you write your "United Force" cards on the fleet sheet, marked with an asterix. This is done before setup.


They are separate just like the sideboard cards.
Magentawolf 14244836

eisenmerc wrote:

Question on an Admiral's order.

"United Force- You may only deploy this order if the captain and all upgrades on each of your ships match the same faction as the ship itself... 1)During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these upgrades between Battle Rounds of a tournament."

Does this order require you all your ships to be of the same faction, or may you use ships of different factions so long as your captains and upgrades all match the faction of the ship they are on?

Many thanks


As stated, the captain and all upgrades of each ship must match the ship they are placed on. You may have ships of different factions, as long as each ship is pure-faction.
davedujour 14244920

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Nevermind. I misread Massacre. See below.
swingk2121 14245167

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.
davedujour 14245215

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?
swingk2121 14245298

davedujour wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Massacre would occur during the damage stage not the modify attack stage. You must first confirm the you do a crit to their hull. This can only be done during the damage stage.

Moor example: Klingon rolls 6 attack dice and let's say they are all crust!!!! Federation ship rolls one defense. This means the ship would take 5 crits (more crust then any federation ship has shields), but the federation player then plays a Romulan interphasic generator. Now they are only taking one hit, and massacre is no longer going to work.

The question is do you play it before or after seeing the crit revealed?
davedujour 14245373

swingk2121 wrote:

davedujour wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Massacre would occur during the damage stage not the modify attack stage. You must first confirm the you do a crit to their hull. This can only be done during the damage stage.

Moor example: Klingon rolls 6 attack dice and let's say they are all crust!!!! Federation ship rolls one defense. This means the ship would take 5 crits (more crust then any federation ship has shields), but the federation player then plays a Romulan interphasic generator. Now they are only taking one hit, and massacre is no longer going to work.

The question is do you play it before or after seeing the crit revealed?


I misread Massacre. My sincere apologies. I agree, it's not clear when Massacre would be played during step 7. Deal Damage.
H00D4M4N 14245375

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.
H00D4M4N 14245405

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Massacre would occur during the damage stage not the modify attack stage. You must first confirm the you do a crit to their hull. This can only be done during the damage stage.

Moor example: Klingon rolls 6 attack dice and let's say they are all crust!!!! Federation ship rolls one defense. This means the ship would take 5 crits (more crust then any federation ship has shields), but the federation player then plays a Romulan interphasic generator. Now they are only taking one hit, and massacre is no longer going to work.

The question is do you play it before or after seeing the crit revealed?


I misread Massacre. My sincere apologies. I agree, it's not clear when Massacre would be played during step 7. Deal Damage.


Massacre basically bends the rules. If your opponent takes the critical card on their hull, then you may discard Massacre to inflict one additional damage.
H00D4M4N 14245498

swingk2121 wrote:

davedujour wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Massacre would occur during the damage stage not the modify attack stage. You must first confirm the you do a crit to their hull. This can only be done during the damage stage.

Moor example: Klingon rolls 6 attack dice and let's say they are all crust!!!! Federation ship rolls one defense. This means the ship would take 5 crits (more crust then any federation ship has shields), but the federation player then plays a Romulan interphasic generator. Now they are only taking one hit, and massacre is no longer going to work.

The question is do you play it before or after seeing the crit revealed?


First, your example is incorrect. Interphase Generator only works with cloaked ships, so you can't have a Federation ship take damage on its shields and then play Interphase Generator.

Now if you'd take some damage, but decide to use Interphase Generator, then the result is reduced to one hit (which can be canceled by Evades normally). If you don't have that Evade to cancel it, then you take the hit on the hull -- but since it's not a critical you cannot use Massacre anyway.
H00D4M4N 14245540

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


When the critical is inflicted upon the ship, you place the critical card on it. So yes, you can see what it is before deciding to use Massacre.
swingk2121 14246570

H00D4M4N wrote:

swingk2121 wrote:

davedujour wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


Read the rule book.

On Page 12, under "Combat Phase":
3. Modify Attack Dice: Players can spend Action Tokens and resolve abilities that re-roll or otherwise modify attack dice results.

Later
7. Deal Damage: If the defending ship was hit, it loses Active Shield Tokens or receives Damage Cards based on the damage it suffers.

You have to resolve Toreth, Massacre, and another other effects during the "Modify Attack Dice" step, before the damage is dealt and any cards are drawn.


Massacre would occur during the damage stage not the modify attack stage. You must first confirm the you do a crit to their hull. This can only be done during the damage stage.

Moor example: Klingon rolls 6 attack dice and let's say they are all crust!!!! Federation ship rolls one defense. This means the ship would take 5 crits (more crust then any federation ship has shields), but the federation player then plays a Romulan interphasic generator. Now they are only taking one hit, and massacre is no longer going to work.

The question is do you play it before or after seeing the crit revealed?


First, your example is incorrect. Interphase Generator only works with cloaked ships, so you can't have a Federation ship take damage on its shields and then play Interphase Generator.

Now if you'd take some damage, but decide to use Interphase Generator, then the result is reduced to one hit (which can be canceled by Evades normally). If you don't have that Evade to cancel it, then you take the hit on the hull -- but since it's not a critical you cannot use Massacre anyway.


Well you are right federation don't have a cloaking device..... Oh the there is an upgrade from the defiant and with captain styles you can have two tech upgrade which means you can have a cloaked federation ship and interphase generators. You are right it wouldn't hit shields as they would be deactivated.

And as the example states I was just trying to show you could have 5 crits (now the chances of this are also extremely rare) and cancel all of them during the damage phase, which means you would need to play the massacre card during the damage phase to ensure the the hull is hit with a crit.
swingk2121 14246628

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.
mariettabrit 14246865

swingk2121 wrote:

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.

Cloaked mines have enough cheese drifiting around them in space not to need any bonues from Donatra.. that would be crazy stupid
Might as well throw in a +1 for coming out of cloak attack too
Magentawolf 14246927

swingk2121 wrote:


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.


It was neither official nor correct, and does not make any sense in the first place.
swingk2121 14247689

mariettabrit wrote:

swingk2121 wrote:

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.

Cloaked mines have enough cheese drifiting around them in space not to need any bonues from Donatra.. that would be crazy stupid
Might as well through in a +1 for coming out of cloak attack too


I do have to say they are fun to play with, but they aren't as bad as antimatter mines:

Comparison-
Cloaked mines get 3 dice (-1 if enemy does a scan), defender gets no defense dice

Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE

Another interesting thing is the mine plate is rather large and could potential touch up to 3 ship bases, which in my understanding means you would roll this attack for each ship, but that seems ludicrous. So I hope the ruling is that it would only affect the ship being attacked, and the others overlapped would be affected normally by the mine (because with this attack there is no ship that could survive if every dice shows a hit, which is likely and have possible crits for additional damage, then every ship it touched would be destroyed). Through in the new massacre card for that finishing touch.
mariettabrit 14247971

swingk2121 wrote:

mariettabrit wrote:

swingk2121 wrote:

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.

Cloaked mines have enough cheese drifiting around them in space not to need any bonues from Donatra.. that would be crazy stupid
Might as well through in a +1 for coming out of cloak attack too


I do have to say they are fun to play with, but they aren't as bad as antimatter mines:

Comparison-
Cloaked mines get 3 dice (-1 if enemy does a scan), defender gets no defense dice

Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE

Another interesting thing is the mine plate is rather large and could potential touch up to 3 ship bases, which in my understanding means you would roll this attack for each ship, but that seems ludicrous. So I hope the ruling is that it would only affect the ship being attacked, and the others overlapped would be affected normally by the mine (because with this attack there is no ship that could survive if every dice shows a hit, which is likely and have possible crits for additional damage, then every ship it touched would be destroyed). Through in the new massacre card for that finishing touch.

Scotty would only add 2 dice total, I think the command bar would too.. the others would affect all ships 'attacked'
swingk2121 14248256

mariettabrit wrote:

swingk2121 wrote:

mariettabrit wrote:

swingk2121 wrote:

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.

Cloaked mines have enough cheese drifiting around them in space not to need any bonues from Donatra.. that would be crazy stupid
Might as well through in a +1 for coming out of cloak attack too


I do have to say they are fun to play with, but they aren't as bad as antimatter mines:

Comparison-
Cloaked mines get 3 dice (-1 if enemy does a scan), defender gets no defense dice

Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE

Another interesting thing is the mine plate is rather large and could potential touch up to 3 ship bases, which in my understanding means you would roll this attack for each ship, but that seems ludicrous. So I hope the ruling is that it would only affect the ship being attacked, and the others overlapped would be affected normally by the mine (because with this attack there is no ship that could survive if every dice shows a hit, which is likely and have possible crits for additional damage, then every ship it touched would be destroyed). Through in the new massacre card for that finishing touch.

Scotty would only add 2 dice total, I think the command bar would too.. the others would affect all ships 'attacked'


Correct and realize that antimatter mines is an attack which means it benefits from upgrades saying +1 attack dice. This means when your ship attacks with antimatter mines on that turn Donatra and Martok (if the ship doing the attack has a lower captain skill) and N'vek can all give +1 to your attack using antimatter mines.
Magentawolf 14248463

swingk2121 wrote:



Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE


So... to pull off this combo, you need three ships, one with a rear arc and at least 3 shields, two actions on the aforementioned ship, plus another way to get a scan token, and a shed-load of points.

Use the Excelsior for the free-action Scan, and McCoy for his discard ability, and I suppose it'll work.
swingk2121 14248523

Magentawolf wrote:

swingk2121 wrote:



Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE


So... to pull off this combo, you need three ships, one with a rear arc and at least 3 shields, two actions on the aforementioned ship, plus another way to get a scan token, and a shed-load of points.

Use the Excelsior for the free-action Scan, and McCoy for his discard ability, and I suppose it'll work.


You got the idea, and since the antimatter mine plate is so large and only part of it needs to be within range one, your ship could be outside of range one and get the free scan.
Andrew Parks 14249587

eisenmerc wrote:

Question on an Admiral's order.

"United Force- You may only deploy this order if the captain and all upgrades on each of your ships match the same faction as the ship itself... 1)During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these upgrades between Battle Rounds of a tournament."

Does this order require you all your ships to be of the same faction, or may you use ships of different factions so long as your captains and upgrades all match the faction of the ship they are on?

Many thanks


Each ship can be of a different faction.
Andrew Parks 14249618

capopolar wrote:

How does Dimitri work over multiple attacks? How does he work if multiple ships are hit by the same use of antimatter mines?

Thanks!


I believe Dmitri triggers for each attack, but I don't have his text in front of me.
Andrew Parks 14249647

PublicTimeline wrote:

1. I'm just making sure I didn't miss anything - except for flagship resources, upgrades from the "independent" faction invoke point penalties for squad building? I'm pretty sure it does, as it almost disqualified my list from an event tonight (thankfully I built my list under on purpose in case initiative came up, so I didn't end up going over)

While you can't have Spock AND Dmitri both boosting your attack, can one of those two boost the attack from both my first Torpedoes AND the bonus attack from the Sutherland's Secondary Torpedo Launcher? (STL says you may discard it and fire it as a second attack if you fired torpedoes at someone the same turn)


1. Yes.

2. Yes.
Andrew Parks 14249702

H00D4M4N wrote:

XanderF wrote:

If the attacker has a chance to further enhance their attack with expense of a card, do they have to do decide to do so before or after the result of the crit is known?

For example, say I'm running Toreth:

When attacking, you may convert 1 [DAMAGE] result into a [CRITICAL] result.


...with 'massacre':

If your ship inflicts a [CRITICAL] damage against an enemy's Hull, discard this card to inflict 1 additional damage to that ship.


...and I'm firing on a target with 2 hull left.

Toreth takes her shot, and manages to get a single hit past the enemy defenses to land on the hull.

Her special ability turns that hit into a crit. Now...I've landed a crit on the enemy hull...but he only has 2 hull left. So if the crit is 'direct hit', that one hit ALONE will destroy them. Obviously, I can choose to spend my 'massacre' card, right now on seeing the dice result, and inflict another extra hit anyway, but...

Well, I'd rather wait to see what that crit IS before deciding.

Can I? IE., the enemy draws a crit card, reveals 'stunned helmsman', so I go ahead and play 'massacre' to destroy them...or they draw a crit card, reveal 'direct hit', and I just hold on to my 'massacre' card for a later target. Or do I have to decide to use the card or not on seeing the dice result, BEFORE the card is actually drawn from the deck?


When the critical is inflicted upon the ship, you place the critical card on it. So yes, you can see what it is before deciding to use Massacre.


Correct.
Andrew Parks 14249736

Broadstorm wrote:

I know that in cases of overlapping cloaked minefields, it is treated as just 1, but what if a ship ends up within range 1 of 2 mine tokens that are far enough apart that the 2 minefields do not overlap? If the tokens are 9 inches apart with range 1 extending out 4 inches, the minefields do not overlap, but a ship could end up in both. Is this treated as being in overlapping minefields which only does 1 attack or more like clearing 1 & entering another which does 2 attacks?


If the minefields are not overlapping, you can be damaged by both if your ship base is sitting astride their areas of effect at the end of its move.
Belisius 14249758
If it's been answered, my apologies, but I couldn't find it. Can I Stab at Thee be modified by anything, for example, Kirk with ISAT and Attack Pattern Omega or Massacre, or the Command Token die modifiers, or anything else along those lines?

I Stab at Thee
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.

Attack Pattern Omega
If you damage and opponent's Hull with a [Critical], you may immediately discard this card to search the damage Deck for a 'Warp Core Breach' card instead of drawing a random Damage Card. Re-Shuffle the damage Deck when you are done.

Massacre
If your ship inflicts a [Critical] against an enemy's hull, discard this card to inflict 1 additional damage to that ship.
swingk2121 14249934

Andrew Parks wrote:

PublicTimeline wrote:

1. I'm just making sure I didn't miss anything - except for flagship resources, upgrades from the "independent" faction invoke point penalties for squad building? I'm pretty sure it does, as it almost disqualified my list from an event tonight (thankfully I built my list under on purpose in case initiative came up, so I didn't end up going over)

While you can't have Spock AND Dmitri both boosting your attack, can one of those two boost the attack from both my first Torpedoes AND the bonus attack from the Sutherland's Secondary Torpedo Launcher? (STL says you may discard it and fire it as a second attack if you fired torpedoes at someone the same turn)


1. Yes.

2. Yes.


So, Domitri's text basically says if you have a scan token next to your ship you can re-roll 2 attack dice.

So to understand even thought its the same scan token, because they are considered different attacks you can use the scan token with either one of the crew upgrades during one attack and then the other person in the second attack?
Andrew Parks 14250064

swingk2121 wrote:

Andrew Parks wrote:

PublicTimeline wrote:

1. I'm just making sure I didn't miss anything - except for flagship resources, upgrades from the "independent" faction invoke point penalties for squad building? I'm pretty sure it does, as it almost disqualified my list from an event tonight (thankfully I built my list under on purpose in case initiative came up, so I didn't end up going over)

While you can't have Spock AND Dmitri both boosting your attack, can one of those two boost the attack from both my first Torpedoes AND the bonus attack from the Sutherland's Secondary Torpedo Launcher? (STL says you may discard it and fire it as a second attack if you fired torpedoes at someone the same turn)


1. Yes.

2. Yes.


So, Domitri's text basically says if you have a scan token next to your ship you can re-roll 2 attack dice.

So to understand even thought its the same scan token, because they are considered different attacks you can use the scan token with either one of the crew upgrades during one attack and then the other person in the second attack?


No, as per the rulebook.
XanderF 14250145

Andrew Parks wrote:

Broadstorm wrote:

I know that in cases of overlapping cloaked minefields, it is treated as just 1, but what if a ship ends up within range 1 of 2 mine tokens that are far enough apart that the 2 minefields do not overlap? If the tokens are 9 inches apart with range 1 extending out 4 inches, the minefields do not overlap, but a ship could end up in both. Is this treated as being in overlapping minefields which only does 1 attack or more like clearing 1 & entering another which does 2 attacks?


If the minefields are not overlapping, you can be damaged by both if your ship base is sitting astride their areas of effect at the end of its move.


What if the minefields overlap, but the ship is sitting astride the two minefields in a spot where they *don't* overlap? (IE., the place the minefields would overlap is not under the ship)
delta_angelfire 14250464
I think just as valid a question is, what if you're stradling a small sliver where they overlap? You're touching part exclusive MineA zone, part Exclusive MineB zone, AND the overlapping mixed A-B zone?
Andrew Parks 14250870

delta_angelfire wrote:

I think just as valid a question is, what if you're stradling a small sliver where they overlap? You're touching part exclusive MineA zone, part Exclusive MineB zone, AND the overlapping mixed A-B zone?


If the minefields are overlapping, treat them as one big minefield.
Broadstorm 14250878

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:



Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE


So... to pull off this combo, you need three ships, one with a rear arc and at least 3 shields, two actions on the aforementioned ship, plus another way to get a scan token, and a shed-load of points.

Use the Excelsior for the free-action Scan, and McCoy for his discard ability, and I suppose it'll work.


You got the idea, and since the antimatter mine plate is so large and only part of it needs to be within range one, your ship could be outside of range one and get the free scan.


Montgomery Scott & N'Vek use actions so I think that would make them mutually exclusive. As for the Excelsior getting the free scan, this works in 1 of 2 ways. It would need to be a very low rated captain to move first to get the free scan with the enemy ships all moving afterward to get within 1 or they could be just slightly outside of range 1, but close enough that part of the minefield token is placed within range 1, but the ships still get hit at range 2. You may want to consider the Reliant for within range 1 getting +1 attack die.
swingk2121 14251413

Broadstorm wrote:

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:



Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE


So... to pull off this combo, you need three ships, one with a rear arc and at least 3 shields, two actions on the aforementioned ship, plus another way to get a scan token, and a shed-load of points.

Use the Excelsior for the free-action Scan, and McCoy for his discard ability, and I suppose it'll work.


You got the idea, and since the antimatter mine plate is so large and only part of it needs to be within range one, your ship could be outside of range one and get the free scan.


Montgomery Scott & N'Vek use actions so I think that would make them mutually exclusive. As for the Excelsior getting the free scan, this works in 1 of 2 ways. It would need to be a very low rated captain to move first to get the free scan with the enemy ships all moving afterward to get within 1 or they could be just slightly outside of range 1, but close enough that part of the minefield token is placed within range 1, but the ships still get hit at range 2. You may want to consider the Reliant for within range 1 getting +1 attack die.


McCoy would allow you to use both Scotty and N'Vek (one as a free action)

What I still want to know is if a antimatter mine field over laps two or more ships do you roll the same attack at each ship, or do you split the attack amongst the ships, or does the ship your attacking get the full hit and each other ship gets the normal rolls?
Andrew Parks 14251463

swingk2121 wrote:

Broadstorm wrote:

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:



Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE


So... to pull off this combo, you need three ships, one with a rear arc and at least 3 shields, two actions on the aforementioned ship, plus another way to get a scan token, and a shed-load of points.

Use the Excelsior for the free-action Scan, and McCoy for his discard ability, and I suppose it'll work.


You got the idea, and since the antimatter mine plate is so large and only part of it needs to be within range one, your ship could be outside of range one and get the free scan.


Montgomery Scott & N'Vek use actions so I think that would make them mutually exclusive. As for the Excelsior getting the free scan, this works in 1 of 2 ways. It would need to be a very low rated captain to move first to get the free scan with the enemy ships all moving afterward to get within 1 or they could be just slightly outside of range 1, but close enough that part of the minefield token is placed within range 1, but the ships still get hit at range 2. You may want to consider the Reliant for within range 1 getting +1 attack die.


McCoy would allow you to use both Scotty and N'Vek (one as a free action)

What I still want to know is if a antimatter mine field over laps two or more ships do you roll the same attack at each ship, or do you split the attack amongst the ships, or does the ship your attacking get the full hit and each other ship gets the normal rolls?


Each ship gets the full attack (although bonuses like Scotty are still limited to the number of bonus dice per round).

Roll separately for each ship.
H00D4M4N 14251606

swingk2121 wrote:

mariettabrit wrote:

swingk2121 wrote:

H00D4M4N wrote:

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:


Andrew if this is included can it also be specified for cloaked mines.

Thank you


Cloaked Mines are different since you can't make a direct Attack with them. Damage from Minefield tokens, either Cloaked Mines or Antimater Mines, happens during the Activation Phase.


Well just like antimatter mines can receive buffs, I read somewhere that Donatra buffs cloaked mines (I think it was here). And since the mines count as ships and are friendly it makes since.


No, Cloaked Mines can't receive any buffs. Dropping Cloaked Mines are not done as an Attack like Antimatter Mines are. Antimatter Mines only receive modifiers the turn they are dropped on ships, not on later turns when a ship moves through them. You can never drop a Cloaked Mine directly on top of another ship since they must be placed at least Range 2 away from all enemy ships.

Mines, both cloaked and antimatter, also don't count as ships. Where did you read that?


Seems like there is some confusion here mistaking Orbital Weapon Platforms for Cloaked Mines.


I remember reading somewhere in this 66 page FAQ that Donatra would give her +1 attack to the cloaked mines because they are part of your fleet, and I think I assumed that meant ships. However, I can't find it again and maybe it wasn't an official ruling.

Cloaked mines have enough cheese drifiting around them in space not to need any bonues from Donatra.. that would be crazy stupid
Might as well through in a +1 for coming out of cloak attack too


I do have to say they are fun to play with, but they aren't as bad as antimatter mines:

Comparison-
Cloaked mines get 3 dice (-1 if enemy does a scan), defender gets no defense dice

Antimatter mines
You get 4 dice (If you have the right fleet build you can increase; +1 from Donatra, +1 Martok, +2 Montgomery Scott, +1 N'vek, +1 attack dice from command bar, and Mr. Spock will turn battle stations to hits) meaning you could have 10 attack dice, and ability to reroll one attack dice and change battle stations to hits, DEFENDER GETS NO DEFENSE DICE

Another interesting thing is the mine plate is rather large and could potential touch up to 3 ship bases, which in my understanding means you would roll this attack for each ship, but that seems ludicrous. So I hope the ruling is that it would only affect the ship being attacked, and the others overlapped would be affected normally by the mine (because with this attack there is no ship that could survive if every dice shows a hit, which is likely and have possible crits for additional damage, then every ship it touched would be destroyed). Through in the new massacre card for that finishing touch.


But one thing you seem to be forgetting is that in your example, that's about what? 53+ points at the very least? Not to mention you have to drop them on somebody behind you.

On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.

mugato 14253543
We know that Spock and Geordi cannot trigger of the same scan token. But, can cards like Spock and Drex trigger when you attack multiple times in one turn. For example, with Secondary Torpedo Launcher that came with Sutherland.

BeastRabban 14254095

mugato wrote:

We know that Spock and Geordi cannot trigger of the same scan token. But, can cards like Spock and Drex trigger when you attack multiple times in one turn. For example, with Secondary Torpedo Launcher that came with Sutherland.



Drex is a definate yes as his ability does not trigger from a token it is an Action unto itself.

Spock I would say no as you can only triger one ability off a single token per turn. Even though it is the same character it would count as a second trigger.

With that said I have been proven wrong before.
paulsk 14255058

BeastRabban wrote:



Spock I would say no as you can only triger one ability off a single token per turn. Even though it is the same character it would count as a second trigger.



The main rules at page 22 say that "Only one Upgrade Card from each ship can trigger its ability from the same token during the same round." They do NOT say that a single upgrade card cannot be trigged more than once from the token.

So Spock and Valtane cannot both be triggered by the same Scan token, but either one of them could apply their ability multiple times in a turn if the ship had multiple attacks.
Broadstorm 14256676

H00D4M4N wrote:


On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.


Yes, the cloaked mines are better in most ways: lower cost, place in any direction within range 2, do not use an action or an attack, covers more map, which also means more likely to attack more than 1 time as a unit passes through it, only attacks enemy units. There is a downside though: 1 less attack die, cannot be placed within 2 of an enemy unit, which also means that it cannot do extra damage the turn it is deployed by placing it on an enemy, must be placed before maneuver dials are locked in so enemy may be able to go around them.
H00D4M4N 14257675

Broadstorm wrote:

H00D4M4N wrote:


On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.


Yes, the cloaked mines are better in most ways: lower cost, place in any direction within range 2, do not use an action or an attack, covers more map, which also means more likely to attack more than 1 time as a unit passes through it, only attacks enemy units. There is a downside though: 1 less attack die, cannot be placed within 2 of an enemy unit, which also means that it cannot do extra damage the turn it is deployed by placing it on an enemy, must be placed before maneuver dials are locked in so enemy may be able to go around them.


I agree. Both definitely have their uses, but that previous comparison was severely lopsided.
Broadstorm 14258030

H00D4M4N wrote:

Broadstorm wrote:

H00D4M4N wrote:


On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.


Yes, the cloaked mines are better in most ways: lower cost, place in any direction within range 2, do not use an action or an attack, covers more map, which also means more likely to attack more than 1 time as a unit passes through it, only attacks enemy units. There is a downside though: 1 less attack die, cannot be placed within 2 of an enemy unit, which also means that it cannot do extra damage the turn it is deployed by placing it on an enemy, must be placed before maneuver dials are locked in so enemy may be able to go around them.


I agree. Both definitely have their uses, but that previous comparison was severely lopsided.


I intended to be thorough. Let me know if I missed anything. Of course, there is also the slot that they fill. Antimatter mines use a weapon upgrade, while cloaked mines use a tech upgrade.
swingk2121 14260742

Broadstorm wrote:

H00D4M4N wrote:

Broadstorm wrote:

H00D4M4N wrote:


On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.


Yes, the cloaked mines are better in most ways: lower cost, place in any direction within range 2, do not use an action or an attack, covers more map, which also means more likely to attack more than 1 time as a unit passes through it, only attacks enemy units. There is a downside though: 1 less attack die, cannot be placed within 2 of an enemy unit, which also means that it cannot do extra damage the turn it is deployed by placing it on an enemy, must be placed before maneuver dials are locked in so enemy may be able to go around them.


I agree. Both definitely have their uses, but that previous comparison was severely lopsided.


I intended to be thorough. Let me know if I missed anything. Of course, there is also the slot that they fill. Antimatter mines use a weapon upgrade, while cloaked mines use a tech upgrade.


The last difference is antimatter mines can only be fired out the rear firing arc which means all Romulan, some Klingons and some Dominion can't use antimatter mines.
Broadstorm 14264244

swingk2121 wrote:

Broadstorm wrote:

H00D4M4N wrote:

Broadstorm wrote:

H00D4M4N wrote:


On the other hand, Cloaked Mines are THREE POINTS, can be dropped in far more places easier and covers more ground, and stays in play but doesn't damage your own stuff.


Yes, the cloaked mines are better in most ways: lower cost, place in any direction within range 2, do not use an action or an attack, covers more map, which also means more likely to attack more than 1 time as a unit passes through it, only attacks enemy units. There is a downside though: 1 less attack die, cannot be placed within 2 of an enemy unit, which also means that it cannot do extra damage the turn it is deployed by placing it on an enemy, must be placed before maneuver dials are locked in so enemy may be able to go around them.


I agree. Both definitely have their uses, but that previous comparison was severely lopsided.


I intended to be thorough. Let me know if I missed anything. Of course, there is also the slot that they fill. Antimatter mines use a weapon upgrade, while cloaked mines use a tech upgrade.


The last difference is antimatter mines can only be fired out the rear firing arc which means all Romulan, some Klingons and some Dominion can't use antimatter mines.


Of course. I was rather vague on that point, only pointing out that cloaked mines can be placed in any direction in contrast, but without being specific about the placement limitation of antimatter mines.
lowthunder 14264303
I wanted some more clarification on the Long Range Tachyon Scan (LRTS). I've been reviewing the FAQ as to not try to repeat, but here goes.

1) I see Will Sanchez's response that LRTS is used like any attack modifier, but ships can only attack once (maybe twice with Counter Attack and split fire cards). However, a ship can defend more than once which would make an effect like "-2 defense for this round" ongoing, not one during one attack.

2) Projected Stasis field, is another card why I'm bringing this up. Say you target a ship with your highest skill captain, I assume the targeted ship's shields stay disabled after the attack for the remainder of Combat phase (against all other attacks)? If the target's shields stay disabled, why wouldn't LRTS have the same -2 defense against other attacks than just the first?

I'm really curious because LRTS was one of my favorite tools as a Dominion player until someone mentioned this FAQ post. Also - Thank you Andrew for making an awesome game.
Novacat 14264340
Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?
delta_angelfire 14264446
Don't forget everyone!

Andrew Parks wrote:


SPECIAL REQUESTS:


• When asking questions about a particular card, please quote the card text right in your post.


lowthunder wrote:


1) I see Will Sanchez's response that LRTS is used like any attack modifier, but ships can only attack once (maybe twice with Counter Attack and split fire cards). However, a ship can defend more than once which would make an effect like "-2 defense for this round" ongoing, not one during one attack.

LRTS text: When attacking a ship at Range 3, you may spend 1 [scan] token to force that ship to roll 2 less defense dice this round.

FAQ Post:
10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


lowthunder wrote:


2) Projected Stasis field, is another card why I'm bringing this up. Say you target a ship with your highest skill captain, I assume the targeted ship's shields stay disabled after the attack for the remainder of Combat phase (against all other attacks)? If the target's shields stay disabled, why wouldn't LRTS have the same -2 defense against other attacks than just the first?

PSF text:
Action: If your ship is not cloaked, disable all of your remaining Shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round.

see above

Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?

From the Flagship Reference:
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.



Novacat 14264459

delta_angelfire wrote:


Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?

From the Flagship Reference:
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.

O.O
That's amazing. I must have missed that part of the reference card. I'm much more incentivized to use that particular flagship now.
SteRT 14264674

Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?


The Sensor Echo flagship card is only useable by a Romulan ship and all of these can cloak.

As they all have Sensor Echo the card allows them to Sensor Echo as a free action if they have cloaked.
lowthunder 14264766
Thanks, and will quote the whole text in the future. I appreciate the prompt response, and faith in one of my most useful cards
paulsk 14265017

Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?


As you said, Sensor Echo requires that you be cloaked to perform it. (p.11 second sentence of Sensor Echo). So a ship with no Cloak option cannot make use of it even though it counts as having Sensor Echo on its action bar.
FortuneFavorTheBold 14265243
What if I'm running a generic Romulan Bird-of-Prey Class ship as my flagship? That one doesn't get a Cloak. Can it still Sensor Echo because it is being granted the action on its bar, or is it still only able to Sensor Echo when Cloaked?
thecactusman17 14265249
I can't seem to find this question, so apologies if it has been asked already:

Can Counter Attack or Captain Riker's special ability trigger off of response damage abilities similar to themselves?

For example: if I shoot at Riker as my regular attack after declaring Counter Attack as my action, and he returns fire, can I use Counter Attack in response to any damage he does?

[q=Star Trek Attack Wing]Counter Attack: Action: Once per turn If your ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.

William T Riker: Action: Once per turn If you are attacked this round at Range 1, Roll 2 attack dice. Any DAMAGE or CRITICAL result damages the attacking ship as normal, even if your ship is destroyed by their attack. The attacking ship does not roll any defense dice.


Thank you for all the hard work you're putting into supporting this game and answering these questions!
Andrew Parks 14265312

FortuneFavorTheBold wrote:

What if I'm running a generic Romulan Bird-of-Prey Class ship as my flagship? That one doesn't get a Cloak. Can it still Sensor Echo because it is being granted the action on its bar, or is it still only able to Sensor Echo when Cloaked?


As per the rulebook, a ship must be Cloaked to perform the Sensor Echo Action.
Andrew Parks 14265322

thecactusman17 wrote:

I can't seem to find this question, so apologies if it has been asked already:

Can Counter Attack or Captain Riker's special ability trigger off of response damage abilities similar to themselves?

For example: if I shoot at Riker as my regular attack after declaring Counter Attack as my action, and he returns fire, can I use Counter Attack in response to any damage he does?

[q=Star Trek Attack Wing]Counter Attack: Action: Once per turn If your ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed.

William T Riker: Action: Once per turn If you are attacked this round at Range 1, Roll 2 attack dice. Any DAMAGE or CRITICAL result damages the attacking ship as normal, even if your ship is destroyed by their attack. The attacking ship does not roll any defense dice.


Thank you for all the hard work you're putting into supporting this game and answering these questions!


No problem, Joshua. Based on this wording, yes you can use Counter Attack in response to Riker. Riker's action is not considered an "attack", but Counter Attack doesn't seem to mind.
Andrew Parks 14265327

lowthunder wrote:

Also - Thank you Andrew for making an awesome game.


No problem, Chip. Glad you're having fun!

And thanks to Mr. Sanchez for answering all those questions! cool
Broadstorm 14265519

Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?


There are cards (with Defiant & Koranak for example) that provide the cloaking device as an upgrade. The ships do not normally have the ability to use the sensor echo action, but the flagship card would enable them to do it if they are equipped with the cloak upgrade.
eldurand 14265540
I have an OP4 question about PDTs.

The rules say you cannot destroy the PDTs. b]For purposes of this tournament, disregard the Hull and Shield values as well as the SP Cost. The PDTs are not controlled by either player and cannot be destroyed for this tournament.[/b

Does this mean you cannot attack them?

For example, if you have Forward Weapons Grid b]Attack: Disable this card to perform this attack. You must divide the attack between 2 different ships in your forward firing arc. You may divide your attack dice however your like, but you must roll at least 1 attack die against each ship.[/b, can you attack one ship with 4 dice, and a PDT with 1, even if you cannot damage it?

And if you are allowed to attack them, does attacking PDTs count like attacking SFHQ (i.e. you get fired at by the PDTs in range)?
Novacat 14265596

Broadstorm wrote:

Novacat wrote:

Apologies if this has been asked already...

Regarding Flagship cards: one if them grants the Sensor Echo action. However, Sensor Echo requires the ship to be cloaked, and all ships published so far can already take the Sensor Echo action. Is this upgrade intended to allow an uncloaked ship to Sensor Echo, or is it just useless on currently available ships?


There are cards (with Defiant & Koranak for example) that provide the cloaking device as an upgrade. The ships do not normally have the ability to use the sensor echo action, but the flagship card would enable them to do it if they are equipped with the cloak upgrade.

The upgrades which allow them to cloak also allow them to Sensor Echo. I suppose, theoretically, if a ship were to somehow discard its Cloaking Device upgrade WHILE cloaked, the flagship upgrade would allow it to retain that action, but that's an awfully esoteric corner-case, and it doesn't apply to the Romulan flagship upgrade, which can only be put on Romulan ships.
delta_angelfire 14265701
Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?
XanderF 14265880
If an enemy scan token is having an enhanced effect for some reason, how does that interact with artificial quantum singularity? For example, artificial quantum singularity..

While your ship is cloaked you may roll your full defense dice in spite of an opposing ships [scan] token.


...vs Long Range Tachyon Scan:

When attacking at range 3, you may spend 1 [scan] token to force that ship to roll 2 less defense dice this round.


That would seem like it is a system just doubling the effectiveness of the 'scan' token (rather than -1 to defense, it is -2)...soooo...does the artificial quantum singularity cancel out the full (enhanced) effect of the scan token?
Magentawolf 14265892

eldurand wrote:

I have an OP4 question about PDTs.

The rules say you cannot destroy the PDTs. b]For purposes of this tournament, disregard the Hull and Shield values as well as the SP Cost. The PDTs are not controlled by either player and cannot be destroyed for this tournament.[/b

Does this mean you cannot attack them?

For example, if you have Forward Weapons Grid b]Attack: Disable this card to perform this attack. You must divide the attack between 2 different ships in your forward firing arc. You may divide your attack dice however your like, but you must roll at least 1 attack die against each ship.[/b, can you attack one ship with 4 dice, and a PDT with 1, even if you cannot damage it?

And if you are allowed to attack them, does attacking PDTs count like attacking SFHQ (i.e. you get fired at by the PDTs in range)?


It was ruled that you could attack the PDTs back in OP2, even though they were also indestructible.

Also... no. I don't see why the PDTs would react in that case.
Magentawolf 14265900

XanderF wrote:

If an enemy scan token is having an enhanced effect for some reason, how does that interact with artificial quantum singularity? For example, artificial quantum singularity..

While your ship is cloaked you may roll your full defense dice in spite of an opposing ships [scan] token.


...vs Long Range Tachyon Scan:

When attacking at range 3, you may spend 1 [scan] token to force that ship to roll 2 less defense dice this round.


That would seem like it is a system just doubling the effectiveness of the 'scan' token (rather than -1 to defense, it is -2)...soooo...does the artificial quantum singularity cancel out the full (enhanced) effect of the scan token?


I would have to say that the AQS is even more useless then usual; the scan token is no longer there (being spent), and the only effect is now the Long Range Tachyon Scan.
Andrew Parks 14266680

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.
delta_angelfire 14267079
Tractor Beam:
Action: Target a ship at Range 1 and roll 2 attack dice. For every [DAMAGE] result, that ship rolls 1 less defense die against your next attack.

can this accumulate over multiple rounds if you don't attack right away?
Belisius 14267929

Belisius wrote:

If it's been answered, my apologies, but I couldn't find it. Can I Stab at Thee be modified by anything, for example, Kirk with ISAT and Attack Pattern Omega or Massacre, or the Command Token die modifiers, or anything else along those lines?

I Stab at Thee
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.

Attack Pattern Omega
If you damage and opponent's Hull with a [Critical], you may immediately discard this card to search the damage Deck for a 'Warp Core Breach' card instead of drawing a random Damage Card. Re-Shuffle the damage Deck when you are done.

Massacre
If your ship inflicts a [Critical] against an enemy's hull, discard this card to inflict 1 additional damage to that ship.


I think this got lost in the shuffle, but does anybody have an answer?
H00D4M4N 14268156

Belisius wrote:

Belisius wrote:

If it's been answered, my apologies, but I couldn't find it. Can I Stab at Thee be modified by anything, for example, Kirk with ISAT and Attack Pattern Omega or Massacre, or the Command Token die modifiers, or anything else along those lines?

I Stab at Thee
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.

Attack Pattern Omega
If you damage and opponent's Hull with a [Critical], you may immediately discard this card to search the damage Deck for a 'Warp Core Breach' card instead of drawing a random Damage Card. Re-Shuffle the damage Deck when you are done.

Massacre
If your ship inflicts a [Critical] against an enemy's hull, discard this card to inflict 1 additional damage to that ship.


I think this got lost in the shuffle, but does anybody have an answer?


I would say Attack Pattern Omega and Massacre should work with it. Those cards aren't really modifying anything, they are just triggering when you inflict damage and you are still inflicting damage when using I Stab At Thee.

As for the Command Tokens, it would depend on if they specify an "attack" or not. If not, then they should work as well. For example, the +1 attack die specifies "current attack" so that wouldn't work. However, the re-rolling attack dice option doesn't say "attack" and since you are rolling attack dice with ISAT then technically that should be legal.
delta_angelfire 14268276
If my ship has a talent assigned to it, but the captain does not have a talent slot (i.e. through usage of the reinforcement board) can the Talent still be used?
H00D4M4N 14268461

delta_angelfire wrote:

If my ship has a talent assigned to it, but the captain does not have a talent slot (i.e. through usage of the reinforcement board) can the Talent still be used?


No, there must be a slot either on the Captain or provided by the flagship resources.

However, since it has been ruled that a disabled captain cannot use the ship's Elite Talent, they might be able to now if the talent slot is provided by the flagship. Essentially the new 1 skill captain that takes over for the disabled captain would still have the talent slot, wouldn't he/she?
Andrew Parks 14269447

delta_angelfire wrote:

Tractor Beam:
Action: Target a ship at Range 1 and roll 2 attack dice. For every [DAMAGE] result, that ship rolls 1 less defense die against your next attack.

can this accumulate over multiple rounds if you don't attack right away?


As per the FAQ, the Tractor Beam only lasts until the end of the current round.
Andrew Parks 14269463

H00D4M4N wrote:

delta_angelfire wrote:

If my ship has a talent assigned to it, but the captain does not have a talent slot (i.e. through usage of the reinforcement board) can the Talent still be used?


No, there must be a slot either on the Captain or provided by the flagship resources.

However, since it has been ruled that a disabled captain cannot use the ship's Elite Talent, they might be able to now if the talent slot is provided by the flagship. Essentially the new 1 skill captain that takes over for the disabled captain would still have the talent slot, wouldn't he/she?


The Flagship confers its Elite Talent Slot to the Captain. If the Captain is disabled, the Elite Talent cannot be used.
Andrew Parks 14269473

H00D4M4N wrote:

Belisius wrote:

Belisius wrote:

If it's been answered, my apologies, but I couldn't find it. Can I Stab at Thee be modified by anything, for example, Kirk with ISAT and Attack Pattern Omega or Massacre, or the Command Token die modifiers, or anything else along those lines?

I Stab at Thee
If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage.

Attack Pattern Omega
If you damage and opponent's Hull with a [Critical], you may immediately discard this card to search the damage Deck for a 'Warp Core Breach' card instead of drawing a random Damage Card. Re-Shuffle the damage Deck when you are done.

Massacre
If your ship inflicts a [Critical] against an enemy's hull, discard this card to inflict 1 additional damage to that ship.


I think this got lost in the shuffle, but does anybody have an answer?


I would say Attack Pattern Omega and Massacre should work with it. Those cards aren't really modifying anything, they are just triggering when you inflict damage and you are still inflicting damage when using I Stab At Thee.


This part is correct.

For the Command Tokens, please see the FAQ for when each can be used.
bhosp 14274560
Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?
eldurand 14274885

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.
Harry Llama 14276697

eldurand wrote:

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.


It's minus two attack dice per ship, not per attack. So, it should be minus two for each PDT resulting in minus four to their attack (or zero attack dice).

It should also be the same ruling for Barrage of Fire, if that ruling has already been made in this thread.
BeastRabban 14277529

Harry Llama wrote:

eldurand wrote:

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.


It's minus two attack dice per ship, not per attack. So, it should be minus two for each PDT resulting in minus four to their attack (or zero attack dice).

It should also be the same ruling for Barrage of Fire, if that ruling has already been made in this thread.


I think Barrage of Fire would only be minus two dice if both ships are in range of Gorkon. The supporting ship would still contribute its full printed attack value. Only the firing ship "rolls" attack dice and therefore would subtract two from the total attack.
General_Drazz 14278381

Andrew Parks wrote:

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.


I would argue that Picard would not be included in this, nor Gul Dukat, because THEY are taking the free action, not the ship. They only have the option of taking the actions on the captain card, and cannot be used to do anything on the ship (i.e. Sulu, Scotty, Re-enable a disabled upgrade).
Magentawolf 14278450

General_Drazz wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.


I would argue that Picard would not be included in this, nor Gul Dukat, because THEY are taking the free action, not the ship. They only have the option of taking the actions on the captain card, and cannot be used to do anything on the ship (i.e. Sulu, Scotty, Re-enable a disabled upgrade).


Nope. Ships take actions, not Captains. Gul Dukat specifically says 'Your ship may preform a Battlestations or Evade Action as a free Action.'
General_Drazz 14279594

Magentawolf wrote:

General_Drazz wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.


I would argue that Picard would not be included in this, nor Gul Dukat, because THEY are taking the free action, not the ship. They only have the option of taking the actions on the captain card, and cannot be used to do anything on the ship (i.e. Sulu, Scotty, Re-enable a disabled upgrade).


Nope. Ships take actions, not Captains. Gul Dukat specifically says 'Your ship may preform a Battlestations or Evade Action as a free Action.'


Fair point, but Picard does not...
"Each Round, you may perform one of the following actions as a free action. Evade/Target Lock/Scan/Battlestations. You may use this Action even if yourship does not have it in the action bar."
Big_Lou 14280170

General_Drazz wrote:

Magentawolf wrote:

General_Drazz wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.


I would argue that Picard would not be included in this, nor Gul Dukat, because THEY are taking the free action, not the ship. They only have the option of taking the actions on the captain card, and cannot be used to do anything on the ship (i.e. Sulu, Scotty, Re-enable a disabled upgrade).


Nope. Ships take actions, not Captains. Gul Dukat specifically says 'Your ship may preform a Battlestations or Evade Action as a free Action.'


Fair point, but Picard does not...
"Each Round, you may perform one of the following actions as a free action. Evade/Target Lock/Scan/Battlestations. You may use this Action even if yourship does not have it in the action bar."


And Andrew rules that Picard ability doesn't work on the Constitution Enterprise but the action is coming from Picard and not the ship.

Andrew Parks wrote:

Just to clarify this ruling:

The Enterprise lets you perform an Action from its Action Bar even if you have an Auxiliary Power Token. Since the Flagship effectively adds an Action to the ship's Action Bar, it allows the Enterprise to perform the added Action even while under Auxiliary Power.

It is true that it is the ship that performs the Action, but in this case it is a question of the source of that Action. The intention of the Enterprise's ability is that it allows you to perform one of its native Ship Actions under dire circumstances. Therefore, when an Action is derived from its Action Bar (including one added to its Action Bar by the Flagship), then it can be performed while under Auxiliary Power. Picard does not add his Action to the ship's Action Bar, and that is why the ship cannot perform one of Picard's bonus Actions while under Auxiliary Power. This is how the Enterprise and Picard have interacted since the game released.

I understand Paul's argument, as he is focusing on the words "listed on" and taken literally, his argument has merit. However, (and please forgive this somewhat Clintonian explanation), it's all in how you define "listed" in this case. In this case, the intention of the word "listed" is that the Action is coming from the Ship's Action Bar and not another source. I understand the other interpretation as well, but this is why we have FAQ's, so that ambiguous text can be given a final clarification.


To be honest I do not understand the logic on Ships and actions as it stands. Especially when "literally" reading the card makes you wrong. This thus requires that both parties read this post and understand it. I prefer the more cut and dry "letter of the law" and thus while unintended Picard's abilites work on the Constitution Enterprise. This concept of action coming from things other ships is really confusing.

For example if I use Romulan Pilot what is the sorce of the free scan action. Is it the ship or is it the crew member. Do crew action count against ships actions.

I wish that all actions were were ruled as coming from the ship no matter what and thus Picard would be able to use his action on the Constitution Enterprise.
Magentawolf 14280178

General_Drazz wrote:


Magentawolf wrote:


Nope. Ships take actions, not Captains. Gul Dukat specifically says 'Your ship may preform a Battlestations or Evade Action as a free Action.'


Fair point, but Picard does not...
"Each Round, you may perform one of the following actions as a free action. Evade/Target Lock/Scan/Battlestations. You may use this Action even if yourship does not have it in the action bar."


How about bulletin point #1 from the FAQ?

[q="FAQ]1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.


How about page 10 of the rulebook?

Rulebook, Page 10 wrote:


During the activation phase, each ship may perform one action immediately after moving. A ship may perform any action shown in the action bar of the ship card. Additionally, certain ship cards, captain cards, upgrade cards, damage cards, and mission cards may allow ships to perform other actions. ... If an ability allows a ship to make a 'free action', this action does not count as the one action allowed during the 'Perform Action' step.


Picard may be the 'source' of the action, but ships take actions.
jetsetter 14280770
Andrew,
Bold is my emphasis...had this occur in the last OP event, just want to clarify before the next OP event!

Ok...here goes..lets say I have the U.S.S. Excelsior, with Dmitri Valtane, and Mr. Spock as crew.

I move the ship, no enemy ships within range 1 of the Excelsior,
[Ship ability: After you move, if no enemy ships are within range 1 of your ship, you may perform a {SCAN} Action as a free Action], so I do a free SCAN Action and receive the token.

Now onto Combat:
I attack, and roll 1 hit, and 2 blanks (opponent cannot modify my attack roll--no ability to resolve), now I want to resolve Dmitri Valtane,
[Crew ability (NOT an ACTION): If your ship has a {SCAN} Token beside it when you attack, you may re-roll up to 2 of your attack dice.], so I re-roll the 2 blanks and get two BATTLESTATION results.

Now I want to resolve Mr. Spock:
[Crew ability (NOT an ACTION): If your ship has a {SCAN} Token beside it when you attack, you may convert all of your {BATTLESTAION} results into {HIT} results.]

So the end result is I have 3 hits before my opponent rolls his defense dice.

The rulebook on page 13 states:
3. Modify Attack Dice
During this step, players may resolve abilities and spend tokens that allow them to modify attack dice. This includes adding die results, converting die results, and re-rolling dice.
If a player wants to resolve multiple modifying abilities, he resolves them in the order of his choosing. If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any.


The question is:
Can I get the free SCAN action (conditions met) and then resolve Dmitri Valtane and Mr. Spock in the order I choose?

Thanks,
Ron B.
BeastRabban 14280895

jetsetter wrote:

Andrew,
Bold is my emphasis...had this occur in the last OP event, just want to clarify before the next OP event!

Ok...here goes..lets say I have the U.S.S. Excelsior, with Dmitri Valtane, and Mr. Spock as crew.

I move the ship, no enemy ships within range 1 of the Excelsior,
[Ship ability: After you move, if no enemy ships are within range 1 of your ship, you may perform a {SCAN} Action as a free Action], so I do a free SCAN Action and receive the token.

Now onto Combat:
I attack, and roll 1 hit, and 2 blanks (opponent cannot modify my attack roll--no ability to resolve), now I want to resolve Dmitri Valtane,
[Crew ability (NOT an ACTION): If your ship has a {SCAN} Token beside it when you attack, you may re-roll up to 2 of your attack dice.], so I re-roll the 2 blanks and get two BATTLESTATION results.

Now I want to resolve Mr. Spock:
[Crew ability (NOT an ACTION): If your ship has a {SCAN} Token beside it when you attack, you may convert all of your {BATTLESTAION} results into {HIT} results.]

So the end result is I have 3 hits before my opponent rolls his defense dice.

The rulebook on page 13 states:
3. Modify Attack Dice
During this step, players may resolve abilities and spend tokens that allow them to modify attack dice. This includes adding die results, converting die results, and re-rolling dice.
If a player wants to resolve multiple modifying abilities, he resolves them in the order of his choosing. If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any.


The question is:
Can I get the free SCAN action (conditions met) and then resolve Dmitri Valtane and Mr. Spock in the order I choose?

Thanks,
Ron B.


You will get either Dmitir or Spock but not both. Only one ability can trigger off a given token, in this case [SCAN], on a ship each turn.

Edit: The Excelsiors ability grants a [SCAN] token, it doesn't trigger off it so you can do that and use one of the crew abilities.

Edit: Rulebook page 22: Upgrade Card Abilities. "Only one Upgrade Card on each ship can trigger its ability from the same token during the same round."
jetsetter 14280968
That's not how the rule book explains it though. Both guys only state that I have to have the scan token...I never spend it or lose it till the end of the round.

BeastRabban 14280982

jetsetter wrote:

That's not how the rule book explains it though.


See edit number two above.
jetsetter 14281025
We'll darn...those guys won't be on the same ship anymore!!!

Thanks!
BeastRabban 14281103

jetsetter wrote:

We'll darn...those guys won't be on the same ship anymore!!!

Thanks!


It is not a complete wast to have both on a ship. If you roll an attack and end up with a lot of battlestations trigger Spock. If you roll an attack and end up with a lot of blanks trigger Dmitri.

Personally:
I would keep Dmitri and take the free scan on Excelsior and then use my normal action for a battlestations.

I would pair Spock with Picard and look at the scan and target lock as my two actions.
Magentawolf 14281241

jetsetter wrote:

We'll darn...those guys won't be on the same ship anymore!!!

Thanks!


I remember running into someone playing that here in Maryland over the weekend... whistle
paulsk 14281433

Big_Lou wrote:


And Andrew rules that Picard ability doesn't work on the Constitution Enterprise but the action is coming from Picard and not the ship.


The reason for that ruling isn't that Picard is performing the action, it's that the ship is not performing the action from its own action bar. The ship is performing an action from Picard's faux action bar. But it is still the ship performing the action.
jetsetter 14281441

Magentawolf wrote:

jetsetter wrote:

We'll darn...those guys won't be on the same ship anymore!!!

Thanks!


I remember running into someone playing that here in Maryland over the weekend... whistle


Who would run that combo? They don't synergize at all ;-)
TheBigM145 14281446
I think I've done enough searching and couldn't find an answer to these questions. Most of these have actually come up in games and I'm rather curious.

1) If I "hit" someone with Quantum Torpedoes and the defender uses an Interphase Generator, does the defender take 1 damage or 2?

2) Is Antiproton Scan subject to the "one ability per token" rule? (i.e. can I add the extra attack die and then convert a blank to a hit with Breen Aide)

3) Can a maneuver granting ability that results in a green maneuver remove in an Auxiliary Power token if the original ships maneuver was not green?

4) I think I know the answer(s) to this one, but thought I'd ask. When using Secondary Torpedo Launcher for a second attack, do any abilities of the initially fire torpedo apply (Battlestations turning to Crits, attack dice, etc.)

5) Does the one re-roll per die rule apply if my opponent forces the re-roll? (ex. Opponent uses Koloth to make me re roll an attack die. It comes up blank. Can I then re-roll that die?

6) Can I ask a question in advance of OP5 since I'm planning a strategy/build .
Belisius 14281653

TheBigM145 wrote:

I think I've done enough searching and couldn't find an answer to these questions. Most of these have actually come up in games and I'm rather curious.

1) If I "hit" someone with Quantum Torpedoes and the defender uses an Interphase Generator, does the defender take 1 damage or 2?

2) Is Antiproton Scan subject to the "one ability per token" rule? (i.e. can I add the extra attack die and then convert a blank to a hit with Breen Aide)

3) Can a maneuver granting ability that results in a green maneuver remove in an Auxiliary Power token if the original ships maneuver was not green?

4) I think I know the answer(s) to this one, but thought I'd ask. When using Secondary Torpedo Launcher for a second attack, do any abilities of the initially fire torpedo apply (Battlestations turning to Crits, attack dice, etc.)

5) Does the one re-roll per die rule apply if my opponent forces the re-roll? (ex. Opponent uses Koloth to make me re roll an attack die. It comes up blank. Can I then re-roll that die?

6) Can I ask a question in advance of OP5 since I'm planning a strategy/build .


Here's my best interpretation of the rules, and you can take it with a grain of salt. Anybody can feel free to correct me on anything if I'm wrong. But only if I'm wrong, Pah-wraiths take you if you in fact are the wrong one.

1) My interpreting of both cards is the defender would take 2 damage if the hit goes through, as the Quantum only triggers on a successful hit so it would happen after die modifications, but keep in mind you can still evade the 1 damage using the evade dice you rolled per a ruling earlier using only 1 evade.

2) Antiproton Scan is subject to the one ability per token rule, as it states any cards and not separately for each type, so no Breen Aide and Antiproton Scan. Otherwise that would be used quite a lot.

3) I believe this is also a no, as any action that would grant an extra move occur after step 4, Check for Power Strain, which is the step in which you place or remove aux tokens.

4) I'm going to say no, but I am not positive. I read it as you gain the +1 attack die or the convert 1 battlestations only happens for the torpedo that grants it, but I could see a case for if you did not use the battlestations conversion on your original torpedo that it could carry over as normally there is the dice pool that you can use with either one of multiple attacks such as with Missile Launchers.

5) I'll say yes, as it does explicitly state each die can only be rerolled once but it can be modified after a reroll.

6) What do I care, I'm not the designer? Or am I? No. No I am not.

Edited to realize I was saying you can reroll and also that you can't, and I wanted to make it clear that I was saying you can't reroll.
Magentawolf 14281685

TheBigM145 wrote:

I think I've done enough searching and couldn't find an answer to these questions. Most of these have actually come up in games and I'm rather curious.

1) If I "hit" someone with Quantum Torpedoes and the defender uses an Interphase Generator, does the defender take 1 damage or 2?

2) Is Antiproton Scan subject to the "one ability per token" rule? (i.e. can I add the extra attack die and then convert a blank to a hit with Breen Aide)

3) Can a maneuver granting ability that results in a green maneuver remove in an Auxiliary Power token if the original ships maneuver was not green?

4) I think I know the answer(s) to this one, but thought I'd ask. When using Secondary Torpedo Launcher for a second attack, do any abilities of the initially fire torpedo apply (Battlestations turning to Crits, attack dice, etc.)

5) Does the one re-roll per die rule apply if my opponent forces the re-roll? (ex. Opponent uses Koloth to make me re roll an attack die. It comes up blank. Can I then re-roll that die?

6) Can I ask a question in advance of OP5 since I'm planning a strategy/build .


1 - A ship is considered 'hit' if there is at least one uncanceled damage result. If they use Interphase Generator, and do not cancel the single remaining hit, then Quantum Torpedoes will add one additional hit.

2 - Yes, the Antiproton scan triggers off of having a Scan token beside your ship. It will not combo with anything otherwise similar. (IE: No to the example.)

3 - Maybe? Is there currently anything that can grant a green maneuver that isn't itself an Action? Page 19 references Aux Power, stating that a Aux Power token is removed after executing a Green Maneuver, but it then points back to Step 4 of page 9.

4 - No. The second attack involves the Secondary Torpedo Launcher, and is separate from the first attack.

5 - Yes. (IE: The die cannot be re-rolled again.)
TheBigM145 14281874
To Kristoff: On 3, I'm thinking about "After you move" abilities like the Romulan Pilot and the one Flagship ability (which was the ability that triggered the question)
delta_angelfire 14281921
Once again, when asking about specific cards, don'[t forget to include the full text:

Quantum Torpedoes
Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. If the target ship is hit, add 1 [hit] result to your total damage. You may fire this weapon from your forward or rear firing arcs.

Interphase Generator:
When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].

1) It seems clear to me that adding a (hit) result after confirming your attack hits is part of the attack. Interphase generator reduces the total damage from the attack to -exactly- 1. You are not modifying the dice in any way, you are modifying the end result.

3) It has been ruled in previous cases that maneuvers taken that are green for a particular ship remove power tokens. Currently the only way to take advantage of this though is through the independent flagship. The same should apply if you're using Chekov but without knowing what specific card combo you're trying to use, I can't be certain if this is the answer you're looking for.

EDIT: 3 is true for the flagship but you can not take advantage of this with romulan pilot. Romulan Pilot is a free action, but you cannot take any actions while under the effects of auxiliary power.

Gremlin99 14282153
Hi Andrew! Can you please help clarify something that has been coming up a lot for us? I've looked through the posts, but I haven't seen this particular clarification. Sorry if you've already answered this.

----------------------------
From the first page FAQ - Weapon rule 12. If a ship starts its move within Range 1 of an enemy's Cloaked Mine, does it take damage when it moves this turn?

This works the same as the normal rules for a Minefield Token (see p. 23), just with a wider range. If the ship moves beyond the Cloaked Mine's Range, then it does not receive damage again this turn. But if it stays within the Cloaked Mine's Range, then it is does receive damage again this turn.
-----------------------------
Page 23 of the book states "when a ship executes a maneuver in which either the maneuver template or the ship's base physically overlaps a minefield token, this triggers the text of whichever card placed the minefield token in the play area."
-----------------------------
Scenario question: The cloaked mines are placed and a ship enters their influence and takes the hit. The ship does not manage to leave the range 1 influence of the cloaked mines. Next turn, when this ship moves, it's maneuver template will still have originated in range 1 of the cloaked mines, but the ship manages to move outside of the mines influence. Do they still take a hit from the cloaked mines as they leave it's influence?

According to page 23 of the book, the ship would take a second hit. But FAQ12 seems to state that they won't. Can you please clarify which one is correct?
Magentawolf 14282204

delta_angelfire wrote:

Once again, when asking about specific cards, don'[t forget to include the full text:

Quantum Torpedoes
Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. If the target ship is hit, add 1 [hit] result to your total damage. You may fire this weapon from your forward or rear firing arcs.

Interphase Generator:
When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].

1) It seems clear to me that adding a (hit) result after confirming your attack hits is part of the attack. Interphase generator reduces the total damage from the attack to -exactly- 1. You are not modifying the dice in any way, you are modifying the end result.



The rulebook defines being 'hit' as having any uncancelled results after all evasion and damage reduction is applied in Step 6: 'Compare Results'. The Interphase Generator would have to be used prior to this step, meaning Quantum Torpedoes would add the additional damage just prior to Step 7: 'Deal Damage'.
TheBigM145 14283959

Magentawolf wrote:

delta_angelfire wrote:

Once again, when asking about specific cards, don'[t forget to include the full text:

Quantum Torpedoes
Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. If the target ship is hit, add 1 [hit] result to your total damage. You may fire this weapon from your forward or rear firing arcs.

Interphase Generator:
When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].

1) It seems clear to me that adding a (hit) result after confirming your attack hits is part of the attack. Interphase generator reduces the total damage from the attack to -exactly- 1. You are not modifying the dice in any way, you are modifying the end result.



The rulebook defines being 'hit' as having any uncancelled results after all evasion and damage reduction is applied in Step 6: 'Compare Results'. The Interphase Generator would have to be used prior to this step, meaning Quantum Torpedoes would add the additional damage just prior to Step 7: 'Deal Damage'.


Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.
paulsk 14284328

TheBigM145 wrote:



Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


The Interphase Gen reduces the hit results, but the remaining result can be cancelled by the defender's normal Evade results. That means that Evades have not been determined yet and it is unclear at that point whether a hit has occurred. So the Quantums must do the extra damage later if the defendant fails to Evade the single post-Interphase hit.
PublicTimeline 14284919

TheBigM145 wrote:


Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


To me it sounds like it does get used in the Compare Results step, so unless I'm misinterpreting, Quantum will work unless the player also uses an evade token too.
Harry Llama 14285087

BeastRabban wrote:

Harry Llama wrote:

eldurand wrote:

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.


It's minus two attack dice per ship, not per attack. So, it should be minus two for each PDT resulting in minus four to their attack (or zero attack dice).

It should also be the same ruling for Barrage of Fire, if that ruling has already been made in this thread.


I think Barrage of Fire would only be minus two dice if both ships are in range of Gorkon. The supporting ship would still contribute its full printed attack value. Only the firing ship "rolls" attack dice and therefore would subtract two from the total attack.


It was ruled that the supporting ship would have to flip a cloak token to the red side because it counts as attacking. So, two ships attacking should be minus four dice to the attack.
H00D4M4N 14285165

PublicTimeline wrote:

TheBigM145 wrote:


Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


To me it sounds like it does get used in the Compare Results step, so unless I'm misinterpreting, Quantum will work unless the player also uses an evade token too.


Not if the one hit is canceled. If that hit is canceled, then that hit isn't going through so then Quantum Torpedoes doesn't do the extra hit.
Magentawolf 14285290

Harry Llama wrote:



It was ruled that the supporting ship would have to flip a cloak token to the red side because it counts as attacking. So, two ships attacking should be minus four dice to the attack.


The second ship may be 'attacking', but it isn't itself rolling any attack dice. Only the first ship is.
H00D4M4N 14285332

Harry Llama wrote:

BeastRabban wrote:

Harry Llama wrote:

eldurand wrote:

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.


It's minus two attack dice per ship, not per attack. So, it should be minus two for each PDT resulting in minus four to their attack (or zero attack dice).

It should also be the same ruling for Barrage of Fire, if that ruling has already been made in this thread.


I think Barrage of Fire would only be minus two dice if both ships are in range of Gorkon. The supporting ship would still contribute its full printed attack value. Only the firing ship "rolls" attack dice and therefore would subtract two from the total attack.


It was ruled that the supporting ship would have to flip a cloak token to the red side because it counts as attacking. So, two ships attacking should be minus four dice to the attack.


The ruling was that it is participating, but the first ship is still the one making the actual attack.
Davitch 14285437

paulsk wrote:

TheBigM145 wrote:



Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


The Interphase Gen reduces the hit results, but the remaining result can be cancelled by the defender's normal Evade results. That means that Evades have not been determined yet and it is unclear at that point whether a hit has occurred. So the Quantums must do the extra damage later if the defendant fails to Evade the single post-Interphase hit.


I am sorry, but this I believe is wrong, the dice have been rolled already, so you know how many hits have been rolled. The Quantum only does its damage if it hits, so in essence of the wording of the card, it would cause the extra hit despite the Generator reducing the everything else to one.
H00D4M4N 14285865

Davitch wrote:

paulsk wrote:

TheBigM145 wrote:



Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


The Interphase Gen reduces the hit results, but the remaining result can be cancelled by the defender's normal Evade results. That means that Evades have not been determined yet and it is unclear at that point whether a hit has occurred. So the Quantums must do the extra damage later if the defendant fails to Evade the single post-Interphase hit.


I am sorry, but this I believe is wrong, the dice have been rolled already, so you know how many hits have been rolled. The Quantum only does its damage if it hits, so in essence of the wording of the card, it would cause the extra hit despite the Generator reducing the everything else to one.


Actually it's right. It's also in the FAQ (the hit can still be cancelled normally after dice have been rolled).
Magentawolf 14285896

Davitch wrote:

paulsk wrote:

TheBigM145 wrote:



Kinda why I brought it here. In the store, we had two very reasonable and very rules immersed people disagree on this, which seems to be the case here as well. Both arguments have logic behind them.


The Interphase Gen reduces the hit results, but the remaining result can be cancelled by the defender's normal Evade results. That means that Evades have not been determined yet and it is unclear at that point whether a hit has occurred. So the Quantums must do the extra damage later if the defendant fails to Evade the single post-Interphase hit.


I am sorry, but this I believe is wrong, the dice have been rolled already, so you know how many hits have been rolled. The Quantum only does its damage if it hits, so in essence of the wording of the card, it would cause the extra hit despite the Generator reducing the everything else to one.


After all dice have been rolled, but not yet compared, the Interphase Generator modifies the attacking results so that there is a single [HIT] result left. This may then be cancelled by a rolled evade or an evade token. If there are any uncancelled [HIT] or [CRIT] results left, the target is 'hit' and the Quantum Torpedoes add an additional [HIT] result to the attacker's results. Damage is then dealt.
PublicTimeline 14285945
Actually... now that I re-read the card for the umpteenth time, it is not reducing "hits" to a single hit but "damage" to a single (hit symbol). rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?
delta_angelfire 14286013

H00D4M4N wrote:


Actually it's right. It's also in the FAQ (the hit can still be cancelled normally after dice have been rolled).


Whoa, what the hell?! That's actually in the faq, when did that ruling get made? I thought IP was already good as it was but that is ridiculous! The wording on that card then is one of the most teerible offenders of being unclear then and definitely in need of a rewrtie!
Magentawolf 14286021

PublicTimeline wrote:

Rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?


Correct.
H00D4M4N 14286100

delta_angelfire wrote:

H00D4M4N wrote:


Actually it's right. It's also in the FAQ (the hit can still be cancelled normally after dice have been rolled).


Whoa, what the hell?! That's actually in the faq, when did that ruling get made? I thought IP was already good as it was but that is ridiculous! The wording on that card then is one of the most teerible offenders of being unclear then and definitely in need of a rewrtie!


It's been in the FAQ for a couple of months at least. It's been there since before Wave 1.
H00D4M4N 14286159

PublicTimeline wrote:

Actually... now that I re-read the card for the umpteenth time, it is not reducing "hits" to a single hit but "damage" to a single (hit symbol). rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?


Right. So basically this is what happens:

All dice are rolled normally, then you can decide if you want to use the Generator after seeing the results. If you choose to use it, it basically cancels all red dice leaving only one hit result. Your green dice/Evade token can then be used to cancel that last hit result.
PublicTimeline 14286167

Magentawolf wrote:

PublicTimeline wrote:

Rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?


Correct.


But you just said the player gets to evade the one hit after Interphase generator's conversion. And now you are affirming that it's only damage after it gets through. So which one is it? After re-reading it, and seeing it says it converts damage to a single [hit symbol], that tells me it's converting damage. And damage is only damage after the defender has used any evade rolls/tokens.
Tacullu64 14286370

PublicTimeline wrote:

Magentawolf wrote:

PublicTimeline wrote:

Rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?


Correct.


But you just said the player gets to evade the one hit after Interphase generator's conversion. And now you are affirming that it's only damage after it gets through. So which one is it? After re-reading it, and seeing it says it converts damage to a single [hit symbol], that tells me it's converting damage. And damage is only damage after the defender has used any evade rolls/tokens.


Page 14 of the rule book should make things clear. Read the Compare Results section. Basically a ship is hit if there are any hits or crit results left after the defender cancels hits/crits with evade results from effects and defense dice.
swingk2121 14286622

Tacullu64 wrote:

PublicTimeline wrote:

Magentawolf wrote:

PublicTimeline wrote:

Rolled hits and crits aren't damage until evade rolls/tokens have been compared to dice, right? They're just rolls until they get through?


Correct.


But you just said the player gets to evade the one hit after Interphase generator's conversion. And now you are affirming that it's only damage after it gets through. So which one is it? After re-reading it, and seeing it says it converts damage to a single [hit symbol], that tells me it's converting damage. And damage is only damage after the defender has used any evade rolls/tokens.


Page 14 of the rule book should make things clear. Read the Compare Results section. Basically a ship is hit if there are any hits or crit results left after the defender cancels hits/crits with evade results from effects and defense dice.


I think this card is very clear (Quantum Torpedoes). "If the target ship is hit, add 1 [HIT] result to your total damage." As quoted below if this ship takes any damage from your attack using quantum torpedoes, this includes making any adjustments to the attack (i.e. interphase generators) then the ship would suffer one additional damage. If they reduce the attack to one HIT and then evade that hit they are suffering no damage which means you don't deal an additional damage.

ATTACK: [TARGET LOCK] Spend your [TARGET LOCK] and disable this card to perform this attack. If the target ship is hit, add 1 [HIT] result to your total damage. You may fire this weapon from your forward or rear firing arcs.
PublicTimeline 14286689

swingk2121 wrote:


I think this card is very clear (Quantum Torpedoes). "If the target ship is hit, add 1 [HIT] result to your total damage." As quoted below if this ship takes any damage from your attack using quantum torpedoes, this includes making any adjustments to the attack (i.e. interphase generators) then the ship would suffer one additional damage. If they reduce the attack to one HIT and then evade that hit they are suffering no damage which means you don't deal an additional damage.


But at this point the issue is whether the rules allow a player to use the generator, THEN cancel the hit with dice or an evade token. I say they do not, because the IG's game text specifically, without room for interpretation, calls out damage as for what it is reducing/messing with. Your rolls are not considered to be damage as per the rulebook until after evades have been used.
H00D4M4N 14286771

PublicTimeline wrote:

swingk2121 wrote:


I think this card is very clear (Quantum Torpedoes). "If the target ship is hit, add 1 [HIT] result to your total damage." As quoted below if this ship takes any damage from your attack using quantum torpedoes, this includes making any adjustments to the attack (i.e. interphase generators) then the ship would suffer one additional damage. If they reduce the attack to one HIT and then evade that hit they are suffering no damage which means you don't deal an additional damage.


But at this point the issue is whether the rules allow a player to use the generator, THEN cancel the hit with dice or an evade token. I say they do not, because the IG's game text specifically, without room for interpretation, calls out damage as for what it is reducing/messing with. Your rolls are not considered to be damage as per the rulebook until after evades have been used.


You can say "they do not" all you like, but that's the way it is. That's the way Andrew ruled, that's the way it says it works in the FAQ, etc.
Tacullu64 14286788

PublicTimeline wrote:

swingk2121 wrote:


I think this card is very clear (Quantum Torpedoes). "If the target ship is hit, add 1 [HIT] result to your total damage." As quoted below if this ship takes any damage from your attack using quantum torpedoes, this includes making any adjustments to the attack (i.e. interphase generators) then the ship would suffer one additional damage. If they reduce the attack to one HIT and then evade that hit they are suffering no damage which means you don't deal an additional damage.


But at this point the issue is whether the rules allow a player to use the generator, THEN cancel the hit with dice or an evade token. I say they do not, because the IG's game text specifically, without room for interpretation, calls out damage as for what it is reducing/messing with. Your rolls are not considered to be damage as per the rulebook until after evades have been used.


This is covered in the official FAQ by the designer. The IG changes the results to 1 damage then you may cancel it as normal. Look at the 1st page of this thread. It is the second question under tech upgrades.
swingk2121 14286901

Big_Lou wrote:

General_Drazz wrote:

Magentawolf wrote:

General_Drazz wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Independent Flagship:
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Does this mean this ability can't be used on a ship that already performed a second action this round (because of Martok, Picard, the U.S.S excelsior, or Romulan Pilot)?


Correct, as per similar cards that use the term "second", this would have to be the ship's second Action to qualify.


I would argue that Picard would not be included in this, nor Gul Dukat, because THEY are taking the free action, not the ship. They only have the option of taking the actions on the captain card, and cannot be used to do anything on the ship (i.e. Sulu, Scotty, Re-enable a disabled upgrade).


Nope. Ships take actions, not Captains. Gul Dukat specifically says 'Your ship may preform a Battlestations or Evade Action as a free Action.'


Fair point, but Picard does not...
"Each Round, you may perform one of the following actions as a free action. Evade/Target Lock/Scan/Battlestations. You may use this Action even if yourship does not have it in the action bar."


And Andrew rules that Picard ability doesn't work on the Constitution Enterprise but the action is coming from Picard and not the ship.

Andrew Parks wrote:

Just to clarify this ruling:

The Enterprise lets you perform an Action from its Action Bar even if you have an Auxiliary Power Token. Since the Flagship effectively adds an Action to the ship's Action Bar, it allows the Enterprise to perform the added Action even while under Auxiliary Power.

It is true that it is the ship that performs the Action, but in this case it is a question of the source of that Action. The intention of the Enterprise's ability is that it allows you to perform one of its native Ship Actions under dire circumstances. Therefore, when an Action is derived from its Action Bar (including one added to its Action Bar by the Flagship), then it can be performed while under Auxiliary Power. Picard does not add his Action to the ship's Action Bar, and that is why the ship cannot perform one of Picard's bonus Actions while under Auxiliary Power. This is how the Enterprise and Picard have interacted since the game released.

I understand Paul's argument, as he is focusing on the words "listed on" and taken literally, his argument has merit. However, (and please forgive this somewhat Clintonian explanation), it's all in how you define "listed" in this case. In this case, the intention of the word "listed" is that the Action is coming from the Ship's Action Bar and not another source. I understand the other interpretation as well, but this is why we have FAQ's, so that ambiguous text can be given a final clarification.


To be honest I do not understand the logic on Ships and actions as it stands. Especially when "literally" reading the card makes you wrong. This thus requires that both parties read this post and understand it. I prefer the more cut and dry "letter of the law" and thus while unintended Picard's abilites work on the Constitution Enterprise. This concept of action coming from things other ships is really confusing.

For example if I use Romulan Pilot what is the sorce of the free scan action. Is it the ship or is it the crew member. Do crew action count against ships actions.

I wish that all actions were were ruled as coming from the ship no matter what and thus Picard would be able to use his action on the Constitution Enterprise.


I don't see where the confusion is. First a ship can perform one action per turn (unless it has free actions). The action can either be the ship itself, or upgrades on that ship can instead perform their actions.

The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token.


This means that the Enterprise allows you to perform an action while you have an Auxiliary Power token if it comes from the SHIP performing and ACTION from its ACTION BAR. Now Picard is something altogether different.

Each round you may perform one of the following actions as a free action: [EVASIVE] [TARGET LOCK] [SCAN] [BATTLESTATIONS]. You may use this action even if your ship does not have it in the Action bar.


First the card visually gives you what looks like a action bar and if that is not enough of a clue it states on the card that you may perform these actions in spite of them not being on your ships action bar. This indicates that this is not the ships action bar.

So to clarify my point "The USS Enterprise" read no further this is the subject of the sentence, what can the subject do "can perform an Action listed on its Action Bar" when can it do this "while it has an Auxiliary Power token".

PublicTimeline 14286903
Then I do not understand why it is called damage then. Uncancelled hits aren't called damage until step 7 (page 14 at bottom right), and this IG card says its converting damage, so using this card rewinds you back to step 6 somehow... unless there is something I am missing as to why the wording on IG is ignored.
H00D4M4N 14286967

PublicTimeline wrote:

Then I do not understand why it is called damage then. Uncancelled hits aren't called damage until step 7 (page 14 at bottom right), and this IG card says its converting damage, so using this card rewinds you back to step 6 somehow... unless there is something I am missing as to why the wording on IG is ignored.


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.
Magentawolf 14287134

swingk2121 wrote:



I don't see where the confusion is. First a ship can perform one action per turn (unless it has free actions). The action can either be the ship itself, or upgrades on that ship can instead perform their actions.



Since we're talking semantics here, I need to correct you slightly - The ship is still taking the Action, with the source being either the ships' Action Bar, a Captain, an Upgrade, or something else (mission, damage card, scenario rule) that makes an Action available.
PublicTimeline 14287216

H00D4M4N wrote:


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.


This isn't even rules-bending, this is poor wording. And technically, the rulebook says the evade token is used in step 5 (you spend the token to add a ship-wiggle result to your dice results, to be specific), before you get to the compare results step. So I guess the IG is used in step 5 then, which is now even farther away from anything being considered damage.

I wish that Andrew would offer a technical explanation to the card because I can't connect the dots between its wording and how the steps work, at the moment.
delta_angelfire 14287229

H00D4M4N wrote:

PublicTimeline wrote:

Then I do not understand why it is called damage then. Uncancelled hits aren't called damage until step 7 (page 14 at bottom right), and this IG card says its converting damage, so using this card rewinds you back to step 6 somehow... unless there is something I am missing as to why the wording on IG is ignored.


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.


Also, you have to ignore the part on the IP Generator that says "after all dice are rolled" because it's obviously is not applying to the defense roll since it was ruled that way in the faq. The FAQ takes precedence over card wording. The fact is we just need a full errata/rules clarifications because we're now getting a significant number of playable cards that are not quite fitting in with the copied over rules from x-wing
PublicTimeline 14287239

Magentawolf wrote:


Since we're talking semantics here, I need to correct you slightly - The ship is still taking the Action, with the source being either the ships' Action Bar, a Captain, an Upgrade, or something else (mission, damage card, scenario rule) that makes an Action available.


I think this needs to be framed and hung up somewhere. Ships take actions, and only ships. Actions have sources, and for some reason these two facts are getting confused like crazy.
H00D4M4N 14287280

delta_angelfire wrote:

H00D4M4N wrote:

PublicTimeline wrote:

Then I do not understand why it is called damage then. Uncancelled hits aren't called damage until step 7 (page 14 at bottom right), and this IG card says its converting damage, so using this card rewinds you back to step 6 somehow... unless there is something I am missing as to why the wording on IG is ignored.


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.


Also, you have to ignore the part on the IP Generator that says "after all dice are rolled" because it's obviously is not applying to the defense roll since it was ruled that way in the faq. The FAQ takes precedence over card wording. The face is we just need a full errata/rules clarifications because we're now getting a significant number of playable cards that are not quite fitting in with the copied over rules from x-wing


No. All dice get rolled, you discard Interphase Generator -- which changes the red dice result to one hit, and that hit can be canceled normally.
Magentawolf 14287359

delta_angelfire wrote:

H00D4M4N wrote:

PublicTimeline wrote:

Then I do not understand why it is called damage then. Uncancelled hits aren't called damage until step 7 (page 14 at bottom right), and this IG card says its converting damage, so using this card rewinds you back to step 6 somehow... unless there is something I am missing as to why the wording on IG is ignored.


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.


Also, you have to ignore the part on the IP Generator that says "after all dice are rolled" because it's obviously is not applying to the defense roll since it was ruled that way in the faq. The FAQ takes precedence over card wording. The fact is we just need a full errata/rules clarifications because we're now getting a significant number of playable cards that are not quite fitting in with the copied over rules from x-wing


The 'After all dice have been rolled' portion basically moves the trigger point of the card from 'Modify Attack Dice' step to a slightly nebulous position of Step '4.5 - After Defense Dice have been rolled but before Modifying Defense Dice'.

That fits in with the FAQ ruling that the now modified total of 1 [HIT] can be canceled as usual.
H00D4M4N 14287370

PublicTimeline wrote:

H00D4M4N wrote:


This is a case where the card bends rules. It doesn't say it reduces the result to one "damage" it says it reduces the damage to one "hit" result. Hit results can be canceled normally.


This isn't even rules-bending, this is poor wording. And technically, the rulebook says the evade token is used in step 5 (you spend the token to add a ship-wiggle result to your dice results, to be specific), before you get to the compare results step. So I guess the IG is used in step 5 then, which is now even farther away from anything being considered damage.

I wish that Andrew would offer a technical explanation to the card because I can't connect the dots between its wording and how the steps work, at the moment.


This game is full of horrible wording. That said, this particular ruling has been in the FAQ pretty well since the FAQ was created.
Davitch 14287624
Ah, ok...understood now.

Anything that modifies the attack dice is done before the roll of the Defense dice, we had this arguement in X-Wing as well.

Roll the Attack, all modifications are done, including those from the defending player (if any).

Roll the defense dice, all modifications are done, including those from the attacking player (if any).

So, if the player does not evade the last hit and it was done with Quantum torps, then you get to add the additional hit, since it is conditional that the ship be hit before the addition of additional hit.
PublicTimeline 14287665
Just because the faq on IG has been here since the beginning doesn't mean my question about the wording isn't valid. In spite of my desire for clarification from Andrew, it's not like I'm going to /not/ play it by the FAQ as some kind of misguided boycott. I just want to know what it means when IG says it's converting "damage" and how that meaning doesn't place IG's trigger in step 7.
TheBigM145 14287763
Thanks guys for justifying the need to request an official ruling on this one .
H00D4M4N 14287838

PublicTimeline wrote:

Just because the faq on IG has been here since the beginning doesn't mean my question about the wording isn't valid. In spite of my desire for clarification from Andrew, it's not like I'm going to /not/ play it by the FAQ as some kind of misguided boycott. I just want to know what it means when IG says it's converting "damage" and how that meaning doesn't place IG's trigger in step 7.


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).
H00D4M4N 14287868

TheBigM145 wrote:

Thanks guys for justifying the need to request an official ruling on this one .


On what? Interphase Generator? It's in the FAQ. The FAQ specifically states that the single hit result can be canceled normally.
PublicTimeline 14287948

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.
H00D4M4N 14288113

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Right, but it's not uncancelled yet because it says the hit symbol, and the FAQ specifically says that this hit can be canceled normally. If it wasn't meant to work this way, the card would not have the "hit" symbol, and would say something like the ship receives one damage.
swingk2121 14288633

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Two things (Combat phase & Wording on interphase generators)

Combat phase:
1.) Declare target
2.) Roll Attack Dice
3.) Modify Attack Dice
4.) Roll Defense Dice
5.) Modify Defense Dice
6.) Compare Results
7.) Deal Damage

Everyone keeps discussing the interphase generators with out posting the text. Here it is:

When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


No where on the card does it mention hits...

So lets say someone attacks using quantum torpedoes. They roll there attack dice and modified/re-roll attack dice if able. Defender will also need to roll defense dice and modify/re-roll if able. Based on the wording Interphase generator states "you may discard this card after all the dice have been rolled".

This is where I would disagree with Andrew, Interphase generator seems like it would be played during the deal damage phase vs Andrew interpreting this to be during compare results stage. I feel this card basically says you take one damage from an attack no matter what was rolled; "reduce the damage from a single attack to exactly 1 [DAMAGE]" meaning that the ship has to take one damage no matter what evade tokens have been rolled.

So what does everyone think. I actually play with this card and I always turn the attack into one damage, and would take and extra if someone was using quantum torpedoes, but that is just me.
delta_angelfire 14288649

H00D4M4N wrote:

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Right, but it's not uncancelled yet because it says the hit symbol, and the FAQ specifically says that this hit can be canceled normally. If it wasn't meant to work this way, the card would not have the "hit" symbol, and would say something like the ship receives one damage.


I think this is obviosuly the point at which we stop burying all the other posts and wait until andrew gets back so he he can have the final clarification.
H00D4M4N 14289808

swingk2121 wrote:

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Two things (Combat phase & Wording on interphase generators)

Combat phase:
1.) Declare target
2.) Roll Attack Dice
3.) Modify that's no bad Attack Dice
4.) Roll Defense Dice
5.) Modify Defense Dice
6.) Compare Results
7.) Deal Damage

Everyone keeps discussing the interphase generators with out posting the text. Here it is:

When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


No where on the card does it mention hits...

So lets say someone attacks using quantum torpedoes. They roll there attack dice and modified/re-roll attack dice if able. Defender will also need to roll defense dice and modify/re-roll if able. Based on the wording Interphase generator states "you may discard this card after all the dice have been rolled".

This is where I would disagree with Andrew, Interphase generator seems like it would be played during the deal damage phase vs Andrew interpreting this to be during compare results stage. I feel this card basically says you take one damage from an attack no matter what was rolled; "reduce the damage from a single attack to exactly 1 [DAMAGE]" meaning that the ship has to take one damage no matter what evade tokens have been rolled.

So what does everyone think. I actually play with this card and I always turn the attack into one damage, and would take and extra if someone was using quantum torpedoes, but that is just me.


You need to reread the actual card. The Interphase Generator does not say the result is 1 (damage). It says 1 and has the hit symbol. That's a big difference.

You also contradict yourself with your own explanation. The Interphase Generator does not say that it triggers during Deal Damage at all. It says "after all dice are rolled." This is after step 5 in your own example, which definitely comes before Compare Results. So normally you wouldn't be able to cancel/modify attack dice "after all dice have been rolled" but Interphase Generator specifically breaks this rule because it says so right on the card.
swingk2121 14290079

H00D4M4N wrote:

swingk2121 wrote:

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Two things (Combat phase & Wording on interphase generators)

Combat phase:
1.) Declare target
2.) Roll Attack Dice
3.) Modify that's no bad Attack Dice
4.) Roll Defense Dice
5.) Modify Defense Dice
6.) Compare Results
7.) Deal Damage

Everyone keeps discussing the interphase generators with out posting the text. Here it is:

When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


No where on the card does it mention hits...

So lets say someone attacks using quantum torpedoes. They roll there attack dice and modified/re-roll attack dice if able. Defender will also need to roll defense dice and modify/re-roll if able. Based on the wording Interphase generator states "you may discard this card after all the dice have been rolled".

This is where I would disagree with Andrew, Interphase generator seems like it would be played during the deal damage phase vs Andrew interpreting this to be during compare results stage. I feel this card basically says you take one damage from an attack no matter what was rolled; "reduce the damage from a single attack to exactly 1 [DAMAGE]" meaning that the ship has to take one damage no matter what evade tokens have been rolled.

So what does everyone think. I actually play with this card and I always turn the attack into one damage, and would take and extra if someone was using quantum torpedoes, but that is just me.


You need to reread the actual card. The Interphase Generator does not say the result is 1 (damage). It says 1 and has the hit symbol. That's a big difference.

You also contradict yourself with your own explanation. The Interphase Generator does not say that it triggers during Deal Damage at all. It says "after all dice are rolled." This is after step 5 in your own example, which definitely comes before Compare Results. So normally you wouldn't be able to cancel/modify attack dice "after all dice have been rolled" but Interphase Generator specifically breaks this rule because it says so right on the card.


Your right now that I look at the card it is a symbol verse a word (I used an online fleet builder to get words), this would then make sense why Andrew said you can use an evade on that one hit. However my point and why I accepted the word damage for the symbol because of other wording. "to reduce the DAMAGE from a single attack to exactly 1" so the card says you are reducing DAMAGE which can only take place during DEAL DAMAGE step of combat phase.

I agree with everyone else now I guess mixing words and symbols was a bad idea in design.
H00D4M4N 14290165

delta_angelfire wrote:

H00D4M4N wrote:

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Right, but it's not uncancelled yet because it says the hit symbol, and the FAQ specifically says that this hit can be canceled normally. If it wasn't meant to work this way, the card would not have the "hit" symbol, and would say something like the ship receives one damage.


I think this is obviosuly the point at which we stop burying all the other posts and wait until andrew gets back so he he can have the final clarification.


You mean like he already has? Right here:

http://boardgamegeek.com/article/13576272#13576272
H00D4M4N 14290328

swingk2121 wrote:

H00D4M4N wrote:

swingk2121 wrote:

PublicTimeline wrote:

H00D4M4N wrote:


I agree it's poor wording (the word "damage" shouldn't be there - it should be "attack result" or even "pending damage"), but it still doesn't change the fact that the rest of the card text on Interphase Generator does not say it reduces it to one "damage." It says it reduces it to one "hit" (die result).


Then asking a simple clarification on how IG reverts the process back two steps shouldn't be a problem. As far as I read it, it specified the hit symbol to specify the damage, since damage is the term for uncancelled hit symbols and crit symbols.


Two things (Combat phase & Wording on interphase generators)

Combat phase:
1.) Declare target
2.) Roll Attack Dice
3.) Modify that's no bad Attack Dice
4.) Roll Defense Dice
5.) Modify Defense Dice
6.) Compare Results
7.) Deal Damage

Everyone keeps discussing the interphase generators with out posting the text. Here it is:

When defending while you are Cloaked, you may discard this card after all the dice have been rolled to reduce the damage from a single attack to exactly 1 [DAMAGE].


No where on the card does it mention hits...

So lets say someone attacks using quantum torpedoes. They roll there attack dice and modified/re-roll attack dice if able. Defender will also need to roll defense dice and modify/re-roll if able. Based on the wording Interphase generator states "you may discard this card after all the dice have been rolled".

This is where I would disagree with Andrew, Interphase generator seems like it would be played during the deal damage phase vs Andrew interpreting this to be during compare results stage. I feel this card basically says you take one damage from an attack no matter what was rolled; "reduce the damage from a single attack to exactly 1 [DAMAGE]" meaning that the ship has to take one damage no matter what evade tokens have been rolled.

So what does everyone think. I actually play with this card and I always turn the attack into one damage, and would take and extra if someone was using quantum torpedoes, but that is just me.


You need to reread the actual card. The Interphase Generator does not say the result is 1 (damage). It says 1 and has the hit symbol. That's a big difference.

You also contradict yourself with your own explanation. The Interphase Generator does not say that it triggers during Deal Damage at all. It says "after all dice are rolled." This is after step 5 in your own example, which definitely comes before Compare Results. So normally you wouldn't be able to cancel/modify attack dice "after all dice have been rolled" but Interphase Generator specifically breaks this rule because it says so right on the card.


Your right now that I look at the card it is a symbol verse a word (I used an online fleet builder to get words), this would then make sense why Andrew said you can use an evade on that one hit. However my point and why I accepted the word damage for the symbol because of other wording. "to reduce the DAMAGE from a single attack to exactly 1" so the card says you are reducing DAMAGE which can only take place during DEAL DAMAGE step of combat phase.

I agree with everyone else now I guess mixing words and symbols was a bad idea in design.


Page 12 of the rulebook:

6. Compare Results: Players compare the final attack and defense dice results to determine if the defending ship was hit and HOW MUCH DAMAGE IT SUFFERS.

So there is potential "damage" before we get to the Deal Damage step.
keokiyoung 14290697
Hello,

Some friends and I are looking for clarification about just how many attack dice can be produced by a Barrage of Fire.

Here's the card text:

Secondary Weapon, SP Cost 5, Attack Dice 4, Range 1-2, Faction: Klingon

ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Additionally, FAQ question 14 has this to say:

If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).


The way I read the card, "target ship" and "that ship" refer to the ship supporting the barrage. It only uses its Primary Weapon value, with no bonus attack dice. Question 14 clarifies that if this ship is a flagship, however, it can apply its attack bonus from that.

In my understanding, none of this has anything to do with the ship initiating the barrage, since it's not using its primary weapon. I haven't found anything that seems to indicate the initiating ship would not add its own bonus attack dice to the barrage. So, for example, if a Vor'cha Class ship with Captain Kurn and a flagship card uses Barrage of Fire, it could contribute 6 attack dice (4 for Barrage of Fire +1 if it uses Kurn's ability +1 for the flagship card), plus 1 more, let's say, for being within Range 1 of Donatra. A supporting Vor'cha with Christopher Hobson that's also within Range 1 of Donatra would only add another 5 attack dice to the barrage.

A friend of mine sees things differently. He contends that the limitations on attack dice apply to both ships, so that neither would get any bonus attack dice except from a flagship card.

What's the consensus on this? And while we're on the subject of Barrage of Fire, would a ship be able to forego its attack in order to support a barrage later in the round?

Thanks!
Belisius 14290847

keokiyoung wrote:

Hello,

Some friends and I are looking for clarification about just how many attack dice can be produced by a Barrage of Fire.

Here's the card text:

Secondary Weapon, SP Cost 5, Attack Dice 4, Range 1-2, Faction: Klingon

ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Additionally, FAQ question 14 has this to say:

If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).


The way I read the card, "target ship" and "that ship" refer to the ship supporting the barrage. It only uses its Primary Weapon value, with no bonus attack dice. Question 14 clarifies that if this ship is a flagship, however, it can apply its attack bonus from that.

In my understanding, none of this has anything to do with the ship initiating the barrage, since it's not using its primary weapon. I haven't found anything that seems to indicate the initiating ship would not add its own bonus attack dice to the barrage. So, for example, if a Vor'cha Class ship with Captain Kurn and a flagship card uses Barrage of Fire, it could contribute 6 attack dice (4 for Barrage of Fire +1 if it uses Kurn's ability +1 for the flagship card), plus 1 more, let's say, for being within Range 1 of Donatra. A supporting Vor'cha with Christopher Hobson that's also within Range 1 of Donatra would only add another 5 attack dice to the barrage.

A friend of mine sees things differently. He contends that the limitations on attack dice apply to both ships, so that neither would get any bonus attack dice except from a flagship card.

What's the consensus on this? And while we're on the subject of Barrage of Fire, would a ship be able to forego its attack in order to support a barrage later in the round?

Thanks!


Barrage of Fire is a secondary weapon and can therefore benefit from any additional dice or use any tokens as you could for any other secondary weapon. So if the ship using BoF is within range 1 of Donatra, you get the additional attack die, or you can use a Battlestations token to convert hits. You cannot, however, use tokens or any additional dice that the supporting ship has access to. Also, I believe it was answered earlier that a ship can forego an attack to support a later BoF.
Harry Llama 14290901

Magentawolf wrote:



The second ship may be 'attacking', but it isn't itself rolling any attack dice. Only the first ship is.


Then by that logic, the PDT attack from month four is not reduced at all since the attack isn't rolled by either PDT.

It's a gray area; Gorkon's text obviously wasn't worded to cover one attack from two ships.
TheWaspinator 14291897
I'm pretty sure that a flagship using the Barrage does NOT get the +1. Flagship changes your ships printed attack value, which matters for the supporting ship but not for the ship actually using the Barrage card.
jetsetter 14293700
Pretty sure I'm not going to use the Interphase Generator to avoid the issue!
XanderF 14294200
I see in the FAQ the following two rulings:

- 'Romulan pilot' adding a scan token to a ship doesn't count as 'taking a scan action', so the ship can still take its scan action as normal and end up with two 'scan' tokens.

- Command tokens: 'scan' adding a scan token to a ship DOES count as 'taking a scan action' (although a "free" one), so the ship CANNOT take its normal scan action and end up with two 'scan' tokens (as you cannot take two actions of the same kind in a turn, even if one is "free")

My question is - what is the nuance to the wording that provides these rulings?

I'm looking at the cards in question, and I don't really see what it is. Can someone point out the difference, which indicates one is a 'free scan action', and the other is just a 'free action' that yields a scan token but ISN'T a 'free scan action'?



Halp?
TomTheCPA 14294222

Belisius wrote:

keokiyoung wrote:

Hello,

Some friends and I are looking for clarification about just how many attack dice can be produced by a Barrage of Fire.

Here's the card text:

Secondary Weapon, SP Cost 5, Attack Dice 4, Range 1-2, Faction: Klingon

ATTACK: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.

Additionally, FAQ question 14 has this to say:

If a ship's attack is increased in some way, does this also boost its "Primary Weapon Value" for purposes of the Barrage of Fire?

No. Use the ship's printed "Primary Weapon Value." This can only be increased if the ship becomes your Flagship (OP Month 4).


The way I read the card, "target ship" and "that ship" refer to the ship supporting the barrage. It only uses its Primary Weapon value, with no bonus attack dice. Question 14 clarifies that if this ship is a flagship, however, it can apply its attack bonus from that.

In my understanding, none of this has anything to do with the ship initiating the barrage, since it's not using its primary weapon. I haven't found anything that seems to indicate the initiating ship would not add its own bonus attack dice to the barrage. So, for example, if a Vor'cha Class ship with Captain Kurn and a flagship card uses Barrage of Fire, it could contribute 6 attack dice (4 for Barrage of Fire +1 if it uses Kurn's ability +1 for the flagship card), plus 1 more, let's say, for being within Range 1 of Donatra. A supporting Vor'cha with Christopher Hobson that's also within Range 1 of Donatra would only add another 5 attack dice to the barrage.

A friend of mine sees things differently. He contends that the limitations on attack dice apply to both ships, so that neither would get any bonus attack dice except from a flagship card.

What's the consensus on this? And while we're on the subject of Barrage of Fire, would a ship be able to forego its attack in order to support a barrage later in the round?

Thanks!


Barrage of Fire is a secondary weapon and can therefore benefit from any additional dice or use any tokens as you could for any other secondary weapon. So if the ship using BoF is within range 1 of Donatra, you get the additional attack die, or you can use a Battlestations token to convert hits. You cannot, however, use tokens or any additional dice that the supporting ship has access to. Also, I believe it was answered earlier that a ship can forego an attack to support a later BoF.


Note: it's a secondary attack, so no +1 for firing the BofF at range 1.

Agree that:

1. any mods to your attack dice (of the ship firing the BoF) add to the attack dice rolled, such as Martok or other captains who boost attack dice rolled by nearby ships.

2. if the supporting ship has a flagship, it's primary weapon value is increased by 1, so that boosts the support to the firing of the BofF

3. if the firing ship is the flagship, no boost to the BofF

4. you can skip firing on one ship to become (later, same round) a supporting ship to the BofF, so you don't need the BofF on the ship with the higher/highest captain rating. (Previous ruling by Andrew)

5. you should almost always have the BofF fired from a ship with Drex or N'Garen, so that all of your results get "upgraded" to critical/hit results!

Enjoy,
Tom

TomTheCPA 14294249

XanderF wrote:

I see in the FAQ the following two rulings:

- 'Romulan pilot' adding a scan token to a ship doesn't count as 'taking a scan action', so the ship can still take its scan action as normal and end up with two 'scan' tokens.

- Command tokens: 'scan' adding a scan token to a ship DOES count as 'taking a scan action' (although a "free" one), so the ship CANNOT take its normal scan action and end up with two 'scan' tokens (as you cannot take two actions of the same kind in a turn, even if one is "free")

My question is - what is the nuance to the wording that provides these rulings?

I'm looking at the cards in question, and I don't really see what it is. Can someone point out the difference, which indicates one is a 'free scan action', and the other is just a 'free action' that yields a scan token but ISN'T a 'free scan action'?



Halp?


My interpretation:

The Command Token allows your ship to take an extra free action - which is to place the Scan token next to your ship. As previously ruled, you can't take the same action twice from the same ship's action bar, even if one's a free action (see rulings on Picard, etc).

The Romulan Pilot (crew) card is triggering differently - it's triggering off a crew upgrade ability, much like other crew cards. And using/discarding the crew card is the trigger to get that scan token.

Does this make sense?

Andrew - is this correct and/or is this what is intended?

Regards,
Tom
XanderF 14294276

TomTheCPA wrote:

The Command Token allows your ship to take an extra free action - which is to place the Scan token next to your ship. As previously ruled, you can't take the same action twice from the same ship's action bar, even if one's a free action (see rulings on Picard, etc).


Right, but where does it indicate the command tokens "free action" is actually a "free scan action"? It just as 'place a [something] token as a free action' in the same way the Romulan Pilot does.

If it said 'place a [scan] token as a free [scan] action' or 'place a [focus] token as a free [focus] action', then that ruling would totally make sense as a difference from that and the Romulan Pilot card.

As it is, the wording between the two is the same, so...
SteRT 14294561
But the actions for the Command Tokens, Romulan Pilot and normal Scan action aren't the same.

1.Scan Action: place a Scan token by your ship

2.Command Token: place a Scan token by your ship

3.Romulan Pilot: place a Scan token by your ship AND take a green maneuver if you want to.

1 & 2 are the same so you can't do both in the same round.

1 & 3 are different so you can do both (even if you decide not to use the extra green maneuver).

paulsk 14296226

XanderF wrote:

Right, but where does it indicate the command tokens "free action" is actually a "free scan action"? It just as 'place a [something] token as a free action' in the same way the Romulan Pilot does.


The answer in the FAQ suggests that the text on Command Tokens isn't quite right and probably should have been something like "Your ship may perform a free Scan action" to call out the free action by name. Just like how the FAQ explains that you can only play one Command Token per turn even though the reference card doesn't actually say that.
Ledgic 14296479
Hey guys, I'm trying out some funky builds and I had two questions:

Question 1: Would Alexander's ability trigger off the Kraxon taking damage from another friendly ship?

Kraxon: Whenever a friendly ship within Range 1 of your ship receives damage, you may transfer any amount of that damage to your own shields if possible.

Alexander: Each time your ship is hit for at least 1 damage, place 1 Battlestations token on this card. During the activation phase, you may take 1 Battlestations token off this card and place it beside your ship.

Question 2: If a ship uses Projected Statis Field and is later used as the secondary ship in a Barrage of Fire Attack, would it still lend its full attack value to the BOF attack since PSF doesn't affect the primary weapon value?

Projected Statis Field: If your ship is not cloaked, disable all of your remaining Shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round.

Barrage of Fire: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.
H00D4M4N 14297121

Ledgic wrote:

Hey guys, I'm trying out some funky builds and I had two questions:

Question 1: Would Alexander's ability trigger off the Kraxon taking damage from another friendly ship?

Kraxon: Whenever a friendly ship within Range 1 of your ship receives damage, you may transfer any amount of that damage to your own shields if possible.

Alexander: Each time your ship is hit for at least 1 damage, place 1 Battlestations token on this card. During the activation phase, you may take 1 Battlestations token off this card and place it beside your ship.

Question 2: If a ship uses Projected Statis Field and is later used as the secondary ship in a Barrage of Fire Attack, would it still lend its full attack value to the BOF attack since PSF doesn't affect the primary weapon value?

Projected Statis Field: If your ship is not cloaked, disable all of your remaining Shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round.

Barrage of Fire: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.


1. I would say no since the Kraxon technically isn't being "hit" it's just transferring damage. The reason why cards like Counter Attack work with the Kraxon's ability is because Counter Attack says nothing about "hits" -- it triggers when a ship is "damaged."

2. All Barrage cares about is the printed attack value, so the ship would still contribute the full attack.
delta_angelfire 14297633
Thomas, while we all appreciate your dilligence, I'm concerned that giving the same unconfirmed answer in two different threads to the same person and question is going to start giving other players the wrong impression. If the question is specifically being asked in this faq thread, I think we should limit ourselves to quoting andrew directly whenever possible, or failing that, waiting for him to answer himself.
XanderF 14299039

paulsk wrote:

XanderF wrote:

Right, but where does it indicate the command tokens "free action" is actually a "free scan action"? It just as 'place a [something] token as a free action' in the same way the Romulan Pilot does.


The answer in the FAQ suggests that the text on Command Tokens isn't quite right and probably should have been something like "Your ship may perform a free Scan action" to call out the free action by name. Just like how the FAQ explains that you can only play one Command Token per turn even though the reference card doesn't actually say that.


Ah, that would make more sense.

So not really a 'FAQ' item, so much as an 'errata' item on the Command Tokens, then.
DonMegel 14299062
Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?
eldurand 14299099

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


I think there are two parts to your question:

Can I have multiple scan tokens?
Yes, and this gives you the benefit of being able to activate more than one crew or upgrade that requires a scan token.

Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?
I don't think so. The rulebook says "If the attacker has a [scan] Token beside his ship, the defender rolls 1 less defense dice." As written, it is a simple yes/no condition to roll 1 less dice, not a cumulative effect (i.e., "the defender rolls 1 less defense dice for each [scan] Token beside the attacker's ship").
TheBigM145 14299102

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


Rulebook states you can't take the same action more than once even as a free action.
DonMegel 14299243

TheBigM145 wrote:

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


Rulebook states you can't take the same action more than once even as a free action.


So a flagship card that gives a free scan to the Excelsior would still only allow a total of one scan token to be by the ship?
Magentawolf 14299416

DonMegel wrote:

TheBigM145 wrote:

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


Rulebook states you can't take the same action more than once even as a free action.


So a flagship card that gives a free scan to the Excelsior would still only allow a total of one scan token to be by the ship?


Correct. The Excelsior allows you to take a free [SCAN] action if there are no enemy ships within range 1 after moving. If you take that action, you cannot use Picard for a [SCAN] action, nor could you use a free action for a [SCAN] if granted by anything else.

Currently, the Romulan Pilot counts as a free action that provides a Scan Token, which is not the same as a free [SCAN] action. This would allow you to get a second Scan Token.
XanderF 14299603

Magentawolf wrote:

DonMegel wrote:

TheBigM145 wrote:

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


Rulebook states you can't take the same action more than once even as a free action.


So a flagship card that gives a free scan to the Excelsior would still only allow a total of one scan token to be by the ship?


Correct. The Excelsior allows you to take a free [SCAN] action if there are no enemy ships within range 1 after moving. If you take that action, you cannot use Picard for a [SCAN] action, nor could you use a free action for a [SCAN] if granted by anything else.

Currently, the Romulan Pilot counts as a free action that provides a Scan Token, which is not the same as a free [SCAN] action. This would allow you to get a second Scan Token.


Although that brings up the question of why you'd WANT to.

Do multiple scan tokens stack?

The rulebook says (pg 14, section 4): "If the attacker has a [scan] token beside his ship, the defender rolls 1 less defense die"

...it doesn't say "1 less defense die per scan token", or "for each [scan] token the attacker has beside his ship..."

It APPEARS to be a binary check - the exact number not mattering. 'Do I have at least one scan token beside my ship? If yes, defender rolls 1 less die.'

Is that correct? Rules-as-written, it's just a binary check regarding that defense die modification*? Or should those have been written in such a way that the number of tokens stack?

*FWIW, even if it is just a binary check, I can still see value in having multiple tokens. You may want to 'spend' a token to trigger 'Long Range Tachyon Scan', which forces the enemy to roll 2 less defense dice. And then you'd still have another [scan] token left next to your to modify their defense roll even further. The question is just whether multiple [scan] tokens has a stacking impact on their own. Rules SEEM to say 'no', but...
davedujour 14299627

eldurand wrote:

DonMegel wrote:

Can I have multiple scan tokens? Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?


I think there are two parts to your question:

Can I have multiple scan tokens?
Yes, and this gives you the benefit of being able to activate more than one crew or upgrade that requires a scan token.

Say Excelsior provides one, I use the ship action to make one, and then Picard to make one, does the enemy roll -3 defense die?
I don't think so. The rulebook says "If the attacker has a [scan] Token beside his ship, the defender rolls 1 less defense dice." As written, it is a simple yes/no condition to roll 1 less dice, not a cumulative effect (i.e., "the defender rolls 1 less defense dice for each [scan] Token beside the attacker's ship").


So with Romulan Pilot and Scan token from some other action (Excelsior, Picard, whatever), it's still only removes one defense die?
I don't know, I could see it being read either way. I want to hear an official ruling on this.
mariettabrit 14299733
I thought I saw somewhere in the FAQ when this dual scan token came up for the ROM pilot that Andrew said you'd get -2 def dice.
H00D4M4N 14299745
Yes they stack and if you have two Scan tokens you can use both Spock and Geordie. Andrew has already ruled on it here:

Andrew Parks wrote:

csimian wrote:

Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".


No, the player must specifically perform a Scan Action. The good news is that the Romulan pilot's ability can be used the same turn that you perform the Scan Action, thereby subtracting a total of 2 from the enemy's defense dice and allowing 2 Scan-oriented Upgrades to trigger on the same ship (e.g. Spock, Breen Aide).
davedujour 14299773
Thanks!
XanderF 14300103

H00D4M4N wrote:

Yes they stack and if you have two Scan tokens you can use both Spock and Geordie. Andrew has already ruled on it here:

Andrew Parks wrote:

csimian wrote:

Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".


No, the player must specifically perform a Scan Action. The good news is that the Romulan pilot's ability can be used the same turn that you perform the Scan Action, thereby subtracting a total of 2 from the enemy's defense dice and allowing 2 Scan-oriented Upgrades to trigger on the same ship (e.g. Spock, Breen Aide).


Wonder if that is one of the rulings he'll undo, or if it indicates an errata in the rules.

They definitely read as just a binary test, not a 'stackable' boost.
paulsk 14300982

H00D4M4N wrote:

Yes they stack and if you have two Scan tokens you can use both Spock and Geordie. Andrew has already ruled on it here:


Thanks for finding that. Good to know when the rulebook is lying to me. Sadly this is the kind of input that needlessly complicates something that could be simple. Even if he intended all along for Scan tokens to stack, sticking to the words in the book is inherently valuable to the game's comprehensibility, and in this case would have been harmless to do.

This absolutely needs to be a front page FAQ item, so when I have to assure someone eventually that the rulebook is wrong it is easy to demonstrate.
H00D4M4N 14301277

XanderF wrote:

H00D4M4N wrote:

Yes they stack and if you have two Scan tokens you can use both Spock and Geordie. Andrew has already ruled on it here:

Andrew Parks wrote:

csimian wrote:

Cloaked Mines + Romulan Pilot

Cloaked Mines:

...roll 3 attack dice (-1 if the target ship immediately performs a [scan] action).


Romulan Pilot:

After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action


Can you use the Romulan Pilot's ability to decrease the attack dice from a Cloaked Minefield?

I ask because the ability is not technically a "scan action".


No, the player must specifically perform a Scan Action. The good news is that the Romulan pilot's ability can be used the same turn that you perform the Scan Action, thereby subtracting a total of 2 from the enemy's defense dice and allowing 2 Scan-oriented Upgrades to trigger on the same ship (e.g. Spock, Breen Aide).


Wonder if that is one of the rulings he'll undo, or if it indicates an errata in the rules.

They definitely read as just a binary test, not a 'stackable' boost.


I don't think it's going to change because Andrew has also ruled that firing through multiple obstacles gives a cumulative defense bonus and the wording of obstacle bonuses is similar:

http://boardgamegeek.com/article/13776484#13776484

XanderF 14301984
Next question: I don't see a problem with these stacking, but just to be sure...

Toreth (or anyone with en elite talent) + 'Engage' + Romulan Pilot in a Valdore + "Romulan flagship".

'Engage':
Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship.


'Romulan Pilot':
After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.


And, of course, the Romulan-faction flagship gives you 'sensor echo' as a free action on ships that already have it (like, say, the Valdore).

SOOOO...I plot a 4-forward, and move that. Now up to step 5 of the activation phase and before the step 6 'action' - I discard 'Romulan Pilot' and move my ship a 2-bank (a green maneuver for the Valdore). I then take 'sensor echo' as my free action from the 'flagship' card and jump sideways. Then, for my ship's selected action, I take 'Engage' (I've "performed a green maneuver this round" thanks to the Romulan Pilot), and take another 2-bank while picking up an aux power token for my troubles.

I don't see any issues with that sequence, but just wanted to verify it looked legal.
Andrew Parks 14303248
FYI: It is the end of the semester at Rutgers and I am grading papers non-stop, so it will take me a while to catch up to this thread. In the meantime, I will also be thumbing up posts that answer correctly (as far back as page 70).

Andrew
Andrew Parks 14303312

BeastRabban wrote:

Harry Llama wrote:

eldurand wrote:

bhosp wrote:

Gorkon's text: Action: Disable Gorkon to perform this Action. Your ship and every ship that attacks you this round rolls 2 less attack dice.


During an OP4 event, suppose Gorkon uses this ability then attacks San Francisco, and is within Range 1-2 of 2 OWP's. Does his ability apply separately to each of them (meaning that they get a total of 0 dice?


No, since the PDT dice are combined into one attack, and they are not separate two-dice attacks. You only remove two dice from the total. So if Gorkon is in range of just one PDT, then there are no attack dice rolled. But if he is in range of two PDTS, for a total of four dice, the PDTs would still roll two.


It's minus two attack dice per ship, not per attack. So, it should be minus two for each PDT resulting in minus four to their attack (or zero attack dice).

It should also be the same ruling for Barrage of Fire, if that ruling has already been made in this thread.


I think Barrage of Fire would only be minus two dice if both ships are in range of Gorkon. The supporting ship would still contribute its full printed attack value. Only the firing ship "rolls" attack dice and therefore would subtract two from the total attack.


So just to recap:

1) Gorkon only subtracts two dice from the total for the PDTs. The PDTs' unique attack effectively combines them into one ship for this attack.

2) Gorkon only subtracts two dice from the total for Barrage of Fire. Subtracting two dice from the support ship has no practical effect since the support ship isn't actually rolling dice during this attack. It is only the ship initiating the Barrage of Fire that needs to be in range of Gorkon.
Andrew Parks 14303358

paulsk wrote:

Big_Lou wrote:


And Andrew rules that Picard ability doesn't work on the Constitution Enterprise but the action is coming from Picard and not the ship.


The reason for that ruling isn't that Picard is performing the action, it's that the ship is not performing the action from its own action bar. The ship is performing an action from Picard's faux action bar. But it is still the ship performing the action.


Yes, Paul is 100% correct. The ship is always performing the action, not the captain or the upgrades.

However, in regard to the TOS Enterprise, what disqualifies Picard's action is that he is the source of the action that the ship is performing, not the ship's Action Bar. The Enterprise's text only functions when the source of the Action it is performing is its own Action Bar.
Andrew Parks 14303523

Magentawolf wrote:

TheBigM145 wrote:

I think I've done enough searching and couldn't find an answer to these questions. Most of these have actually come up in games and I'm rather curious.

1) If I "hit" someone with Quantum Torpedoes and the defender uses an Interphase Generator, does the defender take 1 damage or 2?

2) Is Antiproton Scan subject to the "one ability per token" rule? (i.e. can I add the extra attack die and then convert a blank to a hit with Breen Aide)

3) Can a maneuver granting ability that results in a green maneuver remove in an Auxiliary Power token if the original ships maneuver was not green?

4) I think I know the answer(s) to this one, but thought I'd ask. When using Secondary Torpedo Launcher for a second attack, do any abilities of the initially fire torpedo apply (Battlestations turning to Crits, attack dice, etc.)

5) Does the one re-roll per die rule apply if my opponent forces the re-roll? (ex. Opponent uses Koloth to make me re roll an attack die. It comes up blank. Can I then re-roll that die?

6) Can I ask a question in advance of OP5 since I'm planning a strategy/build .


1 - A ship is considered 'hit' if there is at least one uncanceled damage result. If they use Interphase Generator, and do not cancel the single remaining hit, then Quantum Torpedoes will add one additional hit.

2 - Yes, the Antiproton scan triggers off of having a Scan token beside your ship. It will not combo with anything otherwise similar. (IE: No to the example.)

3 - Maybe? Is there currently anything that can grant a green maneuver that isn't itself an Action? Page 19 references Aux Power, stating that a Aux Power token is removed after executing a Green Maneuver, but it then points back to Step 4 of page 9.

4 - No. The second attack involves the Secondary Torpedo Launcher, and is separate from the first attack.

5 - Yes. (IE: The die cannot be re-rolled again.)


Since there were so many questions, I just wanted to follow up and say that Kristoff's answers are correct.

For #3, as Michael Meunier and Will Sanchez mentioned, this would be valid for the flagship that grants that ability.

For #6, I am not fielding OP 5 questions yet. It's still pretty far away, and I am not an expert on the OP-specific rules (they require a bit of research on my part blush).
Andrew Parks 14303672
To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.
Andrew Parks 14303723

Gremlin99 wrote:

Hi Andrew! Can you please help clarify something that has been coming up a lot for us? I've looked through the posts, but I haven't seen this particular clarification. Sorry if you've already answered this.

----------------------------
From the first page FAQ - Weapon rule 12. If a ship starts its move within Range 1 of an enemy's Cloaked Mine, does it take damage when it moves this turn?

This works the same as the normal rules for a Minefield Token (see p. 23), just with a wider range. If the ship moves beyond the Cloaked Mine's Range, then it does not receive damage again this turn. But if it stays within the Cloaked Mine's Range, then it is does receive damage again this turn.
-----------------------------
Page 23 of the book states "when a ship executes a maneuver in which either the maneuver template or the ship's base physically overlaps a minefield token, this triggers the text of whichever card placed the minefield token in the play area."
-----------------------------
Scenario question: The cloaked mines are placed and a ship enters their influence and takes the hit. The ship does not manage to leave the range 1 influence of the cloaked mines. Next turn, when this ship moves, it's maneuver template will still have originated in range 1 of the cloaked mines, but the ship manages to move outside of the mines influence. Do they still take a hit from the cloaked mines as they leave it's influence?

According to page 23 of the book, the ship would take a second hit. But FAQ12 seems to state that they won't. Can you please clarify which one is correct?


Adam, the reference to the Maneuver Template is referring to when the ship first comes into contact with the Minefield. For example, if a ship flies through the Minefield (only touching it with the Maneuver Template), then it still takes damage.

To answer why it doesn't take damage when leaving the Minefield, refer to the following paragraph on page 23 (extrapolating the reference to the Minefield Token to include the entire Cloaked Minefield):

"IMPORTANT: When overlapping a Minefield Token, the ship stays where it lands (on top of the token). When the ship moves on its next turn, it may separate from the Minefield Token without penalty."
TomTheCPA 14303730

XanderF wrote:

paulsk wrote:

XanderF wrote:

Right, but where does it indicate the command tokens "free action" is actually a "free scan action"? It just as 'place a [something] token as a free action' in the same way the Romulan Pilot does.


The answer in the FAQ suggests that the text on Command Tokens isn't quite right and probably should have been something like "Your ship may perform a free Scan action" to call out the free action by name. Just like how the FAQ explains that you can only play one Command Token per turn even though the reference card doesn't actually say that.


Ah, that would make more sense.

So not really a 'FAQ' item, so much as an 'errata' item on the Command Tokens, then.


already answered by Andrew - see page 38 of this thread:

remember, "you" means your ship - so the command token, which is implied to read "you", refers to the ship taking the free action (implied because that's how Andrew's interpreting it - see his response, below, which contains "you". and many of the other items on the command token ref sheet say "you").

the crew upgrade card does not say "you".


Andrew Parks wrote:

willmorell wrote:

Command Tokens and the Romulan Pilot both say to "place a Scan token beside the ship as a free action." Does this wording difference mean that it is different to the Scan action and could potentially result in multiple scan tokens beside a ship and/or multiple Romulan Pilot activations in a turn?

Second question if you can have multiple scan tokens:
Can you spend multiple scan tokens to Long-Range Tachyon scan for -2 defense dice each?


Command Tokens are a bit different in that they are effectively giving you that type of Action as a free Action.

Romulan Pilot is indeed different than a Scan Action.

For Tachyon Scan, I believe so, but if you quote the text it would help me confirm.

Andrew Parks 14303825

paulsk wrote:

XanderF wrote:

Right, but where does it indicate the command tokens "free action" is actually a "free scan action"? It just as 'place a [something] token as a free action' in the same way the Romulan Pilot does.


The answer in the FAQ suggests that the text on Command Tokens isn't quite right and probably should have been something like "Your ship may perform a free Scan action" to call out the free action by name. Just like how the FAQ explains that you can only play one Command Token per turn even though the reference card doesn't actually say that.


This is correct. See my post above for references to unclear wording being dragged to the curb and summarily beaten...
Andrew Parks 14303862

H00D4M4N wrote:

Ledgic wrote:

Hey guys, I'm trying out some funky builds and I had two questions:

Question 1: Would Alexander's ability trigger off the Kraxon taking damage from another friendly ship?

Kraxon: Whenever a friendly ship within Range 1 of your ship receives damage, you may transfer any amount of that damage to your own shields if possible.

Alexander: Each time your ship is hit for at least 1 damage, place 1 Battlestations token on this card. During the activation phase, you may take 1 Battlestations token off this card and place it beside your ship.

Question 2: If a ship uses Projected Statis Field and is later used as the secondary ship in a Barrage of Fire Attack, would it still lend its full attack value to the BOF attack since PSF doesn't affect the primary weapon value?

Projected Statis Field: If your ship is not cloaked, disable all of your remaining Shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of its remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round.

Barrage of Fire: Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxiliary Power Token beside both ships.


1. I would say no since the Kraxon technically isn't being "hit" it's just transferring damage. The reason why cards like Counter Attack work with the Kraxon's ability is because Counter Attack says nothing about "hits" -- it triggers when a ship is "damaged."

2. All Barrage cares about is the printed attack value, so the ship would still contribute the full attack.


Thomas is correct. The Kraxon is not being "hit", so it couldn't trigger Alexander in this case.
Andrew Parks 14303873

paulsk wrote:

This absolutely needs to be a front page FAQ item, so when I have to assure someone eventually that the rulebook is wrong it is easy to demonstrate.


Not sure I agree the rulebook is "wrong", but I agree that the wording is ambiguous as it relates to multiple Scan Tokens. I will add this to the FAQ later tonight.

EDIT: Okay, ruling added (and another very partial spoiler for another Voyager card to boot!)
Andrew Parks 14303917

XanderF wrote:

Next question: I don't see a problem with these stacking, but just to be sure...

Toreth (or anyone with en elite talent) + 'Engage' + Romulan Pilot in a Valdore + "Romulan flagship".

'Engage':
Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship.


'Romulan Pilot':
After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.


And, of course, the Romulan-faction flagship gives you 'sensor echo' as a free action on ships that already have it (like, say, the Valdore).

SOOOO...I plot a 4-forward, and move that. Now up to step 5 of the activation phase and before the step 6 'action' - I discard 'Romulan Pilot' and move my ship a 2-bank (a green maneuver for the Valdore). I then take 'sensor echo' as my free action from the 'flagship' card and jump sideways. Then, for my ship's selected action, I take 'Engage' (I've "performed a green maneuver this round" thanks to the Romulan Pilot), and take another 2-bank while picking up an aux power token for my troubles.

I don't see any issues with that sequence, but just wanted to verify it looked legal.


Yes, this is legal as far as I can tell in my current state of mind. wow
Andrew Parks 14303929
Okay, I think I am caught up. Now to go back to marking up student papers with a red pen... yuk
DonMegel 14305088
Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.
PublicTimeline 14307924
who knows, maybe they'll release a second starter set?
H00D4M4N 14309095

Andrew Parks wrote:

paulsk wrote:

This absolutely needs to be a front page FAQ item, so when I have to assure someone eventually that the rulebook is wrong it is easy to demonstrate.


Not sure I agree the rulebook is "wrong", but I agree that the wording is ambiguous as it relates to multiple Scan Tokens. I will add this to the FAQ later tonight.

EDIT: Okay, ruling added (and another very partial spoiler for another Voyager card to boot!)


I bet [o]Janeway can scan Chakotay as a free action. [/o]
Harry Llama 14310091
Since it's been established that a ship can perform a scan action and place a scan token as a free action.

1.) Is there a limit to how many of the same token can be placed as a free action?

2.) If a ship places a scan token as free action with Captain Janeway, can it place another scan token as a free action by discarding Romulan Pilot during the same turn.

3.) Can a ship discard more than one Romulan Pilot in a turn and place a scan token as free action for each one discarded?
H00D4M4N 14311167

Harry Llama wrote:

Since it's been established that a ship can perform a scan action and place a scan token as a free action.

1.) Is there a limit to how many of the same token can be placed as a free action?

2.) If a ship places a scan token as free action with Captain Janeway, can it place another scan token as a free action by discarding Romulan Pilot during the same turn.

3.) Can a ship discard more than one Romulan Pilot in a turn and place a scan token as free action for each one discarded?


It all depends on the wording. You can't perform the same action twice (even as a free action) each round. That should answer 1 & 3, but you probably won't get an answer about Janeway until she is released.
Harry Llama 14311508

H00D4M4N wrote:

Harry Llama wrote:

Since it's been established that a ship can perform a scan action and place a scan token as a free action.

1.) Is there a limit to how many of the same token can be placed as a free action?

2.) If a ship places a scan token as free action with Captain Janeway, can it place another scan token as a free action by discarding Romulan Pilot during the same turn.

3.) Can a ship discard more than one Romulan Pilot in a turn and place a scan token as free action for each one discarded?


It all depends on the wording. You can't perform the same action twice (even as a free action) each round. That should answer 1 & 3, but you probably won't get an answer about Janeway until she is released.

As far as I can tell, the current limit is four five. One for a scan action, one for Romulan Pilot, and two three by converting other tokens using Disobey Orders (since it's not an action).

Disobey Orders (Elite Talent)
2 points
You may discard this card at any time to replace 1 [evade][scan] or [battlestations] token next to your ship with a [evade][scan] or [battlestations] token.
lowthunder 14311702
Couldn't figure out how to post in the FAQ so I had to reply to a post. This mainly deals with Suicide Attack but some other questions too.

So I played the "First Battle of Chin'toka" (the mission that comes with the Jem'hadar fighter) with a friend and had a couple questions.

1) You have to use "Suicide attack" card in the mission, but my friend had "Projected Stasis Field" and a lower captain skill so he could use PSF before Suicide Attack.
*PSF states "Action: If your ship is not cloaked, disable all of your remaining shields and discard this Upgrade to target a ship at Range 1-2. That ship must disable all of it's remaining Shields and cannot attack this round. Your ship rolls 2 less attack dice this round."
*Suicide attack - "Action: At the end of the Activation Phase, you must make a 1 (straight) maneuver and place an Auxilliary Power Token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.
Suicide Attack is an Action, but it also constitutes an attack (because you roll 8 attack dice).
Does the PSF upgrade block the Suicide Attack action?

2) One of my Dominion ships in this battle had the "Breen Aide" which with a scan token converts one blank result to a hit. As an action I used Scan, and attacked successfully with the Energy Dissipator, which meant I got another attack.
Can the Breen Aide text be used for multiple attacks by the same ship, and the scan gives -1 defense against every attack as well? (also useful for Counter Attack)

3) When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice?

4) My friend had Worf - "Action: Target a ship at Range 1. That ship rolls 2 less attack dice this round."
This can be used against weapon cards like Energy Dissipator and Photon torpedoes right?
delta_angelfire 14312245

lowthunder wrote:


Does the PSF upgrade block the Suicide Attack action?

Post 1- TECH UPGRADES - point 3 - Suicide attack counts as an attack.

lowthunder wrote:


Can the Breen Aide text be used for multiple attacks by the same ship, and the scan gives -1 defense against every attack as well? (also useful for Counter Attack)

Yes. The Breen aide wording: "If your ship has a [SCAN] Token beside it when you attack..." are you attacking? yes. do you have a scan token? yes. it's very helpful.

lowthunder wrote:


3) When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice?

yes. the EDT reference makes no mention of negating a ship's agility. Weird I know, but that is how it's been answered thus in the past.

lowthunder wrote:


4) My friend had Worf - "Action: Target a ship at Range 1. That ship rolls 2 less attack dice this round."
This can be used against weapon cards like Energy Dissipator and Photon torpedoes right?


first post - GENERAL - point 10 - This reduction applies to the first attack that ship makes in a round. This is any attack, regardless if it's a primary or secondary weapon.
Godzillafreak01 14312581
Hey everyone!

So I don't know if this was posted or asked, but I have a question about the United Forces Admirals Orders-- which is:

If I have Pike on a ship, can those 10SP of upgrades be brought down by 1 point onto his ship if they're Crew Upgrades? For example:

My first Upgrade Card is Dimitri Valtane on Pike (2SP)
Second Upgrade Card is Hikaru Sulu on Pike (2SP)
So on and so forth...

I know this sounds cheesy, but Pike says "All of your Crew Upgrades Cost -1 Squadron Point." So was just wondering!

Drew
DonMegel 14313051

DonMegel wrote:

Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.


Andrew?
delta_angelfire 14313408

DonMegel wrote:

DonMegel wrote:

Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.


Andrew?


Andrew Parks wrote:

FYI: It is the end of the semester at Rutgers and I am grading papers non-stop, so it will take me a while to catch up to this thread. In the meantime, I will also be thumbing up posts that answer correctly (as far back as page 70).

Andrew


I'm sorry, Andrew can't come to the phone right now, but if you'll leave your name, number, and a short message, I'm sure he'll get back to you... maybe sometime next year ninja
Andrew Parks 14313615

DonMegel wrote:

DonMegel wrote:

Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.


Andrew?


Sometime before you open your Christmas presents in 2014, you will be leading Federation fleets with this ship.
Andrew Parks 14313662

Godzillafreak01 wrote:

Hey everyone!

So I don't know if this was posted or asked, but I have a question about the United Forces Admirals Orders-- which is:

If I have Pike on a ship, can those 10SP of upgrades be brought down by 1 point onto his ship if they're Crew Upgrades? For example:

My first Upgrade Card is Dimitri Valtane on Pike (2SP)
Second Upgrade Card is Hikaru Sulu on Pike (2SP)
So on and so forth...

I know this sounds cheesy, but Pike says "All of your Crew Upgrades Cost -1 Squadron Point." So was just wondering!

Drew


I believe this is valid, yes.
DonMegel 14314171

Andrew Parks wrote:

DonMegel wrote:

DonMegel wrote:

Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.


Andrew?


Sometime before you open your Christmas presents in 2014, you will be leading Federation fleets with this ship.


Thank you. By the way, I love your game.
docvulcan 14314526
Question: (sorry if this was already asked, I looked quite a bit before posting this and didn't see it)
As it was ruled that the flagship card does not add the plus one damage to Enterprise D's special ability (which is a primary weapon attack with a declared attack value) then I assume that it is not a "+1 dice" of the type of donatra/scotty/etc.
In this case, is the flagship card modifying the "printed attack value" of the primary weapon of the ship? If not, what exactly is it doing?
Point being: if a flagship with a "+1 attack" assists another ship firing "barrage of fire" does it assist with the base attack value or the base +1 value? (IE if a chtang fires bof with a vorcha flagship assisting does the attack roll 9 or 10 dice, all else being equal).
Thank You very much!!!!
TheWaspinator 14314748

Andrew Parks wrote:

DonMegel wrote:

DonMegel wrote:

Andrew, recent snooping have failed to reveal an Enterprise E through Wave 7 and there is growing concern that it will be an OP prize only. Can you confirm the Enterprise E will be in a future Wave? You don't have to tell us which one, just if its going to be in a future Wave.


Andrew?


Sometime before you open your Christmas presents in 2014, you will be leading Federation fleets with this ship.


Awesome. On a slightly related note, can you tell us whether there are any more Romulan or Klingon ships coming after the Somraw and Gath'thong?
Magentawolf 14314790

docvulcan wrote:

Question: (sorry if this was already asked, I looked quite a bit before posting this and didn't see it)
As it was ruled that the flagship card does not add the plus one damage to Enterprise D's special ability (which is a primary weapon attack with a declared attack value) then I assume that it is not a "+1 dice" of the type of donatra/scotty/etc.
In this case, is the flagship card modifying the "printed attack value" of the primary weapon of the ship? If not, what exactly is it doing?
Point being: if a flagship with a "+1 attack" assists another ship firing "barrage of fire" does it assist with the base attack value or the base +1 value? (IE if a chtang fires bof with a vorcha flagship assisting does the attack roll 9 or 10 dice, all else being equal).
Thank You very much!!!!


Yep. Asked and answered in several places. It indeed modifies the printed Primary Attack Value of the attached ship. As such, it would be included when the flagship assists in a BoF.
TheWaspinator 14314895

Magentawolf wrote:

docvulcan wrote:

Question: (sorry if this was already asked, I looked quite a bit before posting this and didn't see it)
As it was ruled that the flagship card does not add the plus one damage to Enterprise D's special ability (which is a primary weapon attack with a declared attack value) then I assume that it is not a "+1 dice" of the type of donatra/scotty/etc.
In this case, is the flagship card modifying the "printed attack value" of the primary weapon of the ship? If not, what exactly is it doing?
Point being: if a flagship with a "+1 attack" assists another ship firing "barrage of fire" does it assist with the base attack value or the base +1 value? (IE if a chtang fires bof with a vorcha flagship assisting does the attack roll 9 or 10 dice, all else being equal).
Thank You very much!!!!


Yep. Asked and answered in several places. It indeed modifies the printed Primary Attack Value of the attached ship. As such, it would be included when the flagship assists in a BoF.

Right. The flagship bonus is fairly unique. It changes the printed value, it doesn't give a dice bonus to any attack. So it does not boost say, a torpedo attack, but it does boost the value the assisting ship adds to a barrage of fire.
docvulcan 14315360
Thank you everyone for answering my questions and being so polite!
You guys are awesome! =D
mugato 14316302
Cloaked Mines and Anti-Matter Mines say that your opponent does not roll any defense die. Is that a roll of 0 or no rolling step? Specifically, can you spend an evade token to protect against one hit, essentially adding an evade to a roll of 0 die.
Andrew Parks 14316516

mugato wrote:

Cloaked Mines and Anti-Matter Mines say that your opponent does not roll any defense die. Is that a roll of 0 or no rolling step? Specifically, can you spend an evade token to protect against one hit, essentially adding an evade to a roll of 0 die.


There is no rolling step. Evade Tokens cannot be used.
delta_angelfire 14323470

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


so just to be sure how this finally works, step by step:

I roll attack dice
Opponent modifies my attack dice with interphase generator to reduce my attack to 1(hit)
Can I can re-roll or adjust my attack dice after this?
Opponent rolls defense dice
I modify opponent's defense dice if I have any abilities
My opponent modifies his defense dice if he has any abilities
calculate damage
SteRT 14323739

delta_angelfire wrote:

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


so just to be sure how this finally works, step by step:

I roll attack dice
Opponent modifies my attack dice with interphase generator to reduce my attack to 1(hit)
Can I can re-roll or adjust my attack dice after this?
Opponent rolls defense dice
I modify opponent's defense dice if I have any abilities
My opponent modifies his defense dice if he has any abilities
calculate damage


It's after all dice are rolled so its:

Roll Attack Dice
Defender Modifies Attack Dice
Attacker Modifies Attack Dice
Roll Defence Dice
Defender plays Interphase Generator here if they want to.
Attacker Modifies Defence Dice
Defender Modifies Defence Dice
Compare Results
Stoob 14323814
Author: Andrew Parks
TomTheCPA wrote:
if/when Picard is pulled off the Reinforcements Sideboard, does he/his "new" ship get his free action that turn or (as is likely), if that ship has already had its action (i.e., pulling off the sideboard), do you have to wait until next turn?

Yes, Picard can use his free action that turn.


Does Picard take his free action immediately when he is placed on the ship? (as opposed to later at the 'skill 9' step?)
PublicTimeline 14324017

Andrew Parks wrote:


There is no rolling step. Evade Tokens cannot be used.


Does this mean Interphase generator cannot be used against mines either? (in either case of mines being placed on, or the ship moving through)
Andrew Parks 14324043

PublicTimeline wrote:

Andrew Parks wrote:


There is no rolling step. Evade Tokens cannot be used.


Does this mean Interphase generator cannot be used against mines either? (in either case of mines being placed on, or the ship moving through)


Let me clarify. There is no rolling step for the defender.

The Interphase Generator can be used when Antimatter Mines are dropped right on top of the ship since that is considered an attack. They cannot be used when running into a Minefield normally.

Note that in this situation, the ship would likely take 1 damage, as it cannot negate the single Hit with defense dice or Evade tokens.
Andrew Parks 14324093

Stoob wrote:

Author: Andrew Parks
TomTheCPA wrote:
if/when Picard is pulled off the Reinforcements Sideboard, does he/his "new" ship get his free action that turn or (as is likely), if that ship has already had its action (i.e., pulling off the sideboard), do you have to wait until next turn?

Yes, Picard can use his free action that turn.


Does Picard take his free action immediately when he is placed on the ship? (as opposed to later at the 'skill 9' step?)


He takes his Action during his ship's Perform Actions step, which would be in progress when he is placed on the ship. Picard's Skill of 9 does not enable the ship to become active again later during the current Activation Phase.
Andrew Parks 14324110

SteRT wrote:

delta_angelfire wrote:

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


so just to be sure how this finally works, step by step:

I roll attack dice
Opponent modifies my attack dice with interphase generator to reduce my attack to 1(hit)
Can I can re-roll or adjust my attack dice after this?
Opponent rolls defense dice
I modify opponent's defense dice if I have any abilities
My opponent modifies his defense dice if he has any abilities
calculate damage


It's after all dice are rolled so its:

Roll Attack Dice
Defender Modifies Attack Dice
Attacker Modifies Attack Dice
Roll Defence Dice
Defender plays Interphase Generator here if they want to.
Attacker Modifies Defence Dice
Defender Modifies Defence Dice
Compare Results


Correct.
enderqa 14324719
My questions deal with the named Koranak vessel's ability and how it works in various situations.

The ship's ability:
Instead of making a normal attack, you map spend a [Sensor Scan] token to attack 2 different ships with your Primary Weapon at -2 attack die each.


In all the following cases, assume that there are two of my opponent's ships (targets A & B) in my forward firing arc, I have a Sensor Scan token that I can spend.

1. Both of my opponent's ships are at Range 1. Would I then roll 4 dice against both? Normal attack is 5 + Range 1 bonus = 6; 6 - 2 attack dice = 4.

2. What if I have a friendly ship within Range 1 captained by Donatra. She gives the Koranak ship +1 attack die. Then I would roll 4 attack dice against both targets? Normal attack is 5 + 1 Donatra's ability = 6; 6 - 2 attack dice = 4.

3. Now the Koranak is equipped with a Flagship card. The primary weapon value should now be 6. Meaning I attack with 4 attack dice against both targets A & B, ignoring any range bonus if they are relevant?

Thanks in advance, and for the great game.

Andrew Parks 14325088

enderqa wrote:

My questions deal with the named Koranak vessel's ability and how it works in various situations.

The ship's ability:
Instead of making a normal attack, you map spend a [Sensor Scan] token to attack 2 different ships with your Primary Weapon at -2 attack die each.


In all the following cases, assume that there are two of my opponent's ships (targets A & B) in my forward firing arc, I have a Sensor Scan token that I can spend.

1. Both of my opponent's ships are at Range 1. Would I then roll 4 dice against both? Normal attack is 5 + Range 1 bonus = 6; 6 - 2 attack dice = 4.

2. What if I have a friendly ship within Range 1 captained by Donatra. She gives the Koranak ship +1 attack die. Then I would roll 4 attack dice against both targets? Normal attack is 5 + 1 Donatra's ability = 6; 6 - 2 attack dice = 4.

3. Now the Koranak is equipped with a Flagship card. The primary weapon value should now be 6. Meaning I attack with 4 attack dice against both targets A & B, ignoring any range bonus if they are relevant?

Thanks in advance, and for the great game.



1. Yes

2. Yes

3. Yes it's 4 attack dice against both, but why would you ignore the range bonus?
delta_angelfire 14326471
If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?
jonnyd76 14326680

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You may only put as many elite talents on a ship as you have slots for. So if you have a basic ship with an elite captain, odds are you can only have 1 elite talent at any given time. You could use something like once more unto the breach (discard to use), and the next turn use your resource sideboard to move another elite talent down, but you can't have 2 of them there if there's not 2 slots available.

If you put Kirk on a flagship card that also give an elite talent, you could put 3 elite talents on him! 3x cheat death + suicide attack seems about right.
delta_angelfire 14326892

jonnyd76 wrote:


You may only put as many elite talents on a ship as you have slots for. So if you have a basic ship with an elite captain, odds are you can only have 1 elite talent at any given time.

Thank you for the effort, but your comments have nothing to do with the question I was asking.
swingk2121 14326935

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You can only use an elite talent if you have the elite talent ability (either from the flagship or captain having the elite talent). You mentioned a sideboard meaning you would not have the flagship card, so to answer your question:

If you switch a captain with an elite talent ability for a captain that doesn't have the ability you could not use the elite talent.

If you switch Kirk (who has two elite talents) for a captain with only one then you would have to choose which one would be used that round (but only one could be used that round).

delta_angelfire 14326961
On a separate question, Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

Can this ability be used on a ship that hasn't taken any actions yet (i.e. one that has a higher captain skill)?
swingk2121 14326985

delta_angelfire wrote:

On a separate question, Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

Can this ability be used on a ship that hasn't taken any actions yet (i.e. one that has a higher captain skill)?


The issue is that '2nd' wording. I feel this card is meant to copy the Martok (captain skill 8) where he gives an additional free action to a ship with a lower skill captain.

So I would answer it must be a lower skill captain who performs a second free action that round.
BeastRabban 14327762

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You need to be more clear on your question. I think I understand what you are saying.

If you had Kirk on a ship with two elite talents and then you sideboarded him out for another Captain that only had a single elite talent skill, what happens to the two elite talents on the ship?

My guess would be that you would have to choose one of the Elite talents to discard immediately as the new captain only has a single elite talent slot.

Andrew will have to provide the definitive answer as this is a tricky one and not a consequence that I think they intended.
Andrew Parks 14328042

swingk2121 wrote:

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You can only use an elite talent if you have the elite talent ability (either from the flagship or captain having the elite talent). You mentioned a sideboard meaning you would not have the flagship card, so to answer your question:

If you switch a captain with an elite talent ability for a captain that doesn't have the ability you could not use the elite talent.

If you switch Kirk (who has two elite talents) for a captain with only one then you would have to choose which one would be used that round (but only one could be used that round).



This is correct. You would only be able to make use of 1 Elite Talent per round.
H00D4M4N 14328262

swingk2121 wrote:

delta_angelfire wrote:

On a separate question, Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

Can this ability be used on a ship that hasn't taken any actions yet (i.e. one that has a higher captain skill)?


The issue is that '2nd' wording. I feel this card is meant to copy the Martok (captain skill 8) where he gives an additional free action to a ship with a lower skill captain.

So I would answer it must be a lower skill captain who performs a second free action that round.


Actually it wouldn't have to be a lower skilled captain. Since this ability does not say "lower" like Martok does, it could benefit a captain with the same skill number as the captain on the flagship -- as long as the first ship performed its movement before the flagship.
davedujour 14328388

swingk2121 wrote:

delta_angelfire wrote:

On a separate question, Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

Can this ability be used on a ship that hasn't taken any actions yet (i.e. one that has a higher captain skill)?


The issue is that '2nd' wording. I feel this card is meant to copy the Martok (captain skill 8) where he gives an additional free action to a ship with a lower skill captain.

So I would answer it must be a lower skill captain who performs a second free action that round.


This has been previously answered by Andrew. This must be the 2nd action of the target ship, not the 3rd or 4th or whatever.
H00D4M4N 14328473

davedujour wrote:

swingk2121 wrote:

delta_angelfire wrote:

On a separate question, Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

Can this ability be used on a ship that hasn't taken any actions yet (i.e. one that has a higher captain skill)?


The issue is that '2nd' wording. I feel this card is meant to copy the Martok (captain skill 8) where he gives an additional free action to a ship with a lower skill captain.

So I would answer it must be a lower skill captain who performs a second free action that round.


This has been previously answered by Andrew. This must be the 2nd action of the target ship, not the 3rd or 4th or whatever.


Andrew gave his post a thumbs up.
H00D4M4N 14328622
Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?
delta_angelfire 14329171

Andrew Parks wrote:

swingk2121 wrote:

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You can only use an elite talent if you have the elite talent ability (either from the flagship or captain having the elite talent). You mentioned a sideboard meaning you would not have the flagship card, so to answer your question:

If you switch a captain with an elite talent ability for a captain that doesn't have the ability you could not use the elite talent.

If you switch Kirk (who has two elite talents) for a captain with only one then you would have to choose which one would be used that round (but only one could be used that round).



This is correct. You would only be able to make use of 1 Elite Talent per round.


So I don't have to declare before hand if I'm using "Cheat Death" or "Invasion Plans" until the moment I choose to use one of them (at which point I can no longer use the other). I don't have to do anything like declare which single talent is "using the captain's talent slot" when I switch out my captain or anything like that. I can use them in response to whichever situation occurs first, and I can still use the other talent as long as I use it on a different turn.
capopolar 14329339
I noticed adding an independent flagship card gives that ship both it's original faction and independent status. Do faction flagship cards also confer faction status? For example: Klingon flagship card on a fed ship becomes both Klingon and Federation?
capopolar 14329347
Sorry, just read the resource and answered my own question.
swingk2121 14329762

capopolar wrote:

I noticed adding an independent flagship card gives that ship both it's original faction and independent status. Do faction flagship cards also confer faction status? For example: Klingon flagship card on a fed ship becomes both Klingon and Federation?


The answer is, named factions flagship card (i.e. Federation or Klingon) can only be place on a ship of the same faction. However an independent can be place on any ship and it gives that ship a dual faction status where both it's original faction and independent can be placed on the ship.
swingk2121 14329775

delta_angelfire wrote:

Andrew Parks wrote:

swingk2121 wrote:

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You can only use an elite talent if you have the elite talent ability (either from the flagship or captain having the elite talent). You mentioned a sideboard meaning you would not have the flagship card, so to answer your question:

If you switch a captain with an elite talent ability for a captain that doesn't have the ability you could not use the elite talent.

If you switch Kirk (who has two elite talents) for a captain with only one then you would have to choose which one would be used that round (but only one could be used that round).



This is correct. You would only be able to make use of 1 Elite Talent per round.


So I don't have to declare before hand if I'm using "Cheat Death" or "Invasion Plans" until the moment I choose to use one of them (at which point I can no longer use the other). I don't have to do anything like declare which single talent is "using the captain's talent slot" when I switch out my captain or anything like that. I can use them in response to whichever situation occurs first, and I can still use the other talent as long as I use it on a different turn.


Yes certain cards allow you to choose when they are played, however it was mentioned that cards like cheat death react automatically when you satisfy the condition of your ship being destroyed.

This brings up a question; can you have multiple cheat deaths on a ship and choose when to use each one or would they all be used at the same time?
Andrew Parks 14330055

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.
Andrew Parks 14330070

swingk2121 wrote:

delta_angelfire wrote:

Andrew Parks wrote:

swingk2121 wrote:

delta_angelfire wrote:

If I have multiple talents on a ship, but only one talent upgrade slot (because of sideboard captain shenanigans or the like), can I still use any of my talents, or do I have to choose one to be "active"?


You can only use an elite talent if you have the elite talent ability (either from the flagship or captain having the elite talent). You mentioned a sideboard meaning you would not have the flagship card, so to answer your question:

If you switch a captain with an elite talent ability for a captain that doesn't have the ability you could not use the elite talent.

If you switch Kirk (who has two elite talents) for a captain with only one then you would have to choose which one would be used that round (but only one could be used that round).



This is correct. You would only be able to make use of 1 Elite Talent per round.


So I don't have to declare before hand if I'm using "Cheat Death" or "Invasion Plans" until the moment I choose to use one of them (at which point I can no longer use the other). I don't have to do anything like declare which single talent is "using the captain's talent slot" when I switch out my captain or anything like that. I can use them in response to whichever situation occurs first, and I can still use the other talent as long as I use it on a different turn.


Yes certain cards allow you to choose when they are played, however it was mentioned that cards like cheat death react automatically when you satisfy the condition of your ship being destroyed.

This brings up a question; can you have multiple cheat deaths on a ship and choose when to use each one or would they all be used at the same time?


As I mentioned in another thread, it is currently legal to play multiple Cheat Deaths and choose when to use them. That is because all cards that require the owner to discard or disable them can be triggered at the owner's discretion, which we just clarified in the General section of the FAQ yesterday.
swingk2121 14330308
16. If a ship assists during a Barrage of Fire, can it later assist another Barrage of Fire during the same Combat Phase?

No. Since Barrage of Fire is a Weapon Upgrade, the assisting ship is considered to have already participated in a Secondary Weapon attack, which is a normal attack.


Question of barrage of fire; BoF requires that both ships have the enemy ship in the forward firing arc and both ships are receiving an AUX token because they 'performed' the attack, and seeing that the both have to unclock because they 'attacked' that round here is the question:

If I have Donatra who gives +1 attack die to all ships range 1, why would each ship not get to add the +1 dice as part of the attack?
Magentawolf 14330356

swingk2121 wrote:

16. If a ship assists during a Barrage of Fire, can it later assist another Barrage of Fire during the same Combat Phase?

No. Since Barrage of Fire is a Weapon Upgrade, the assisting ship is considered to have already participated in a Secondary Weapon attack, which is a normal attack.


Question of barrage of fire; BoF requires that both ships have the enemy ship in the forward firing arc and both ships are receiving an AUX token because they 'performed' the attack, and seeing that the both have to unclock because they 'attacked' that round here is the question:

If I have Donatra who gives +1 attack die to all ships range 1, why would each ship not get to add the +1 dice as part of the attack?


This is because the +1 from Donatra is a bonus, and does not affect the Primary Weapon Value of the supporting ship. BoF adds only the PWV from the supporting ship, not any bonuses to that ship.
swingk2121 14330573

Magentawolf wrote:

swingk2121 wrote:

16. If a ship assists during a Barrage of Fire, can it later assist another Barrage of Fire during the same Combat Phase?

No. Since Barrage of Fire is a Weapon Upgrade, the assisting ship is considered to have already participated in a Secondary Weapon attack, which is a normal attack.


Question of barrage of fire; BoF requires that both ships have the enemy ship in the forward firing arc and both ships are receiving an AUX token because they 'performed' the attack, and seeing that the both have to unclock because they 'attacked' that round here is the question:

If I have Donatra who gives +1 attack die to all ships range 1, why would each ship not get to add the +1 dice as part of the attack?


This is because the +1 from Donatra is a bonus, and does not affect the Primary Weapon Value of the supporting ship. BoF adds only the PWV from the supporting ship, not any bonuses to that ship.


But my comment is the other ship is considered to be attacking which means it should get +1 attack dice when it helps with this attack. Other wise the ship should not be considered attacking and not get the +1 attack dice.
H00D4M4N 14330824

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:

16. If a ship assists during a Barrage of Fire, can it later assist another Barrage of Fire during the same Combat Phase?

No. Since Barrage of Fire is a Weapon Upgrade, the assisting ship is considered to have already participated in a Secondary Weapon attack, which is a normal attack.


Question of barrage of fire; BoF requires that both ships have the enemy ship in the forward firing arc and both ships are receiving an AUX token because they 'performed' the attack, and seeing that the both have to unclock because they 'attacked' that round here is the question:

If I have Donatra who gives +1 attack die to all ships range 1, why would each ship not get to add the +1 dice as part of the attack?


This is because the +1 from Donatra is a bonus, and does not affect the Primary Weapon Value of the supporting ship. BoF adds only the PWV from the supporting ship, not any bonuses to that ship.


But my comment is the other ship is considered to be attacking which means it should get +1 attack dice when it helps with this attack. Other wise the ship should not be considered attacking and not get the +1 attack dice.


Doesn't matter. BoF specifies it uses the second ship's printed attack value. If the ship has +X bonuses from something, BoF doesn't care. The only thing that can boost the second ship's attack value for BoF is if it is a flagship.

Also note that technically the second ship isn't "attacking" per se, it's just participating. The first ship is the one making the actual attack.
H00D4M4N 14330834

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Ah great, thanks Andrew!
XanderF 14330947

Andrew Parks wrote:

gordash wrote:

Continuing with Antimatter mines questions, does enter mean that a ship has to physically touch/be on top of the mines, or do the mines trigger when the ship moves through the mines as well?


As per the rulebook (page 23), the mines trigger if either your maneuver template or ship base touch the Minefield Token.


This came up in our current game - do you always have to move the ships down the movement template from origination point to destination point?

IE., if the template just nicks the edge of a minefield - does NOT overlap it, but the ship 'sliding down the template' would obviously have the base cross the minefield...

Does that count as the 'ship base touching the minefield'?

Basically, the question is - do ships effectively teleport from start point of their maneuver to the end point (the template, itself, being the only thing that determines collisions/minefields/etch between the two points)? Or does the base have to move down the template, hitting or triggering everything along the way that the base would touch?
Andrew Parks 14331104

XanderF wrote:

Andrew Parks wrote:

gordash wrote:

Continuing with Antimatter mines questions, does enter mean that a ship has to physically touch/be on top of the mines, or do the mines trigger when the ship moves through the mines as well?


As per the rulebook (page 23), the mines trigger if either your maneuver template or ship base touch the Minefield Token.


This came up in our current game - do you always have to move the ships down the movement template from origination point to destination point?

IE., if the template just nicks the edge of a minefield - does NOT overlap it, but the ship 'sliding down the template' would obviously have the base cross the minefield...

Does that count as the 'ship base touching the minefield'?

Basically, the question is - do ships effectively teleport from start point of their maneuver to the end point (the template, itself, being the only thing that determines collisions/minefields/etch between the two points)? Or does the base have to move down the template, hitting or triggering everything along the way that the base would touch?


This is definitely a rule that is meant to be taken literally (as it is in the original Flight Path system). You only check the ship base at its destination. On the way there, only the maneuver template matters.
Chance Gardener 14331240
Which then I would take to mean that if the template touches the minefield token, overlap or not, it activates the minefield attack on the ship.
Andrew Parks 14331528

Chance Gardener wrote:

Which then I would take to mean that if the template touches the minefield token, overlap or not, it activates the minefield attack on the ship.


The rulebook specifies that it must overlap the token. So if it's just barely touching, then the ship would be safe.
delta_angelfire 14332341
Can Varel or Conditional Surrender cancel a direct attack from Antimatter Mines? If so, what happens to the mines?

"Discard this card to cancel a single attack against her ship before any dice are rolled."

"Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."
Andrew Parks 14332353

delta_angelfire wrote:

Can Varel or Conditional Surrender cancel a direct attack from Antimatter Mines? If so, what happens to the mines?

"Discard this card to cancel a single attack against her ship before any dice are rolled."

"Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."


The mines would still be placed, but no damage would be rolled against the ship.
bhosp 14332381

Once More Unto The Breach wrote:

ACTION: Discard this card to allow your Primary Weapon to make a total of 2 attacks this round at -1 attack die each. You may not roll any defense dice this round.


U.S.S. Enterprise-D wrote:

Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.


If Once More Unto The Breach is activated for the Enterprise-D, can either or both of the attacks be used with the Enterprise's special ability?
Magentawolf 14332398

bhosp wrote:

Once More Unto The Breach wrote:

ACTION: Discard this card to allow your Primary Weapon to make a total of 2 attacks this round at -1 attack die each. You may not roll any defense dice this round.


U.S.S. Enterprise-D wrote:

Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.


If Once More Unto The Breach is activated for the Enterprise-D, can either or both of the attacks be used with the Enterprise's special ability?


I believe so, yes. The OMUtB allows you to make two Primary Weapon attacks, while the Enterprise-D ability allows you to substitute a Primary Weapon attack with the 360 degree shot. You'd be rolling a base of 2 dice each time, though.
Roynaldo 14336273
Rule 5 for the flagship cards says if there is an elite talent upgrade slot on your chosen flaghip option, you may choose an elite talent upgrade even if your captain does not have the elite talent icon on the captain card.

so if my flagship option has an elite talent upgrade and the ship is captained by picard would i get 2 elite talent upgrades?
kemikos 14336454

Roynaldo wrote:

Rule 5 for the flagship cards says if there is an elite talent upgrade slot on your chosen flaghip option, you may choose an elite talent upgrade even if your captain does not have the elite talent icon on the captain card.

so if my flagship option has an elite talent upgrade and the ship is captained by picard would i get 2 elite talent upgrades?


Yes.
delta_angelfire 14337468
Question 1: How does Sulu interact with Suicide attack? I'm assuming you get the two extra defense dice since it's an agility increase, but would not convert the battlestation because "Defending" is something you only do in the combat phase.

Action: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert 1 (Battle Stations) result into a (Evade) result.

Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


"Question" 2: How do you resolve multiple suicide attacks? can a ship be killed by an enemy suicide attack before it can complete it's own suicide attack? Would they all happen simultaneously or in a set order (and would it be movement order, or combat order?
swingk2121 14337869

delta_angelfire wrote:

Question 1: How does Sulu interact with Suicide attack? I'm assuming you get the two extra defense dice since it's an agility increase, but would not convert the battlestation because "Defending" is something you only do in the combat phase.

Action: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert 1 (Battle Stations) result into a (Evade) result.

Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


"Question" 2: How do you resolve multiple suicide attacks? can a ship be killed by an enemy suicide attack before it can complete it's own suicide attack? Would they all happen simultaneously or in a set order (and would it be movement order, or combat order?



Question 1: Sulu would give your ship +2 agility and the ability to change a battle station to a evade when defending (even if it's during the activation phase).

Question 2: The short answer is captain skill/initiative would be important. If the captains are of equal skill level then you would work off initiative.

If they aren't equal captain skills lowest captain skill would be first and if your ship was destroyed they could not perform their suicide attack.

Page 18 of rule book: "During the Activation phase, when ships of equal Captain Skill are activated, the ship with initiative activates first."


This rule applies during the entire activation phase.


If they are the same skill level player with lower initiative would get to perform their suicide attack action first, following the normal order for the activation phase. Suicide attack just extends the normal activation phase.

Page 21 of rule book: "The player with the lowest point total at the start of the game ALWAYS have initiative."


This rule applies anytime when trying to determine ships order of play.

Note: Edited to add quotes from rule book.
delta_angelfire 14337987
do you have quotes for ruling precedents?
Andrew Parks 14338474

delta_angelfire wrote:

Question 1: How does Sulu interact with Suicide attack? I'm assuming you get the two extra defense dice since it's an agility increase, but would not convert the battlestation because "Defending" is something you only do in the combat phase.

Action: Add 2 to your Agility for the rest of this round. Each time you defend this round, you may convert 1 (Battle Stations) result into a (Evade) result.

Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


"Question" 2: How do you resolve multiple suicide attacks? can a ship be killed by an enemy suicide attack before it can complete it's own suicide attack? Would they all happen simultaneously or in a set order (and would it be movement order, or combat order?


1. Sulu would help fully, as you are still considered to be defending even though ypu can't use combat phase tokens.

2. You would resolve multiple Suicide attacks in normal initiative order, (ascending Captain Skill, then lowest squad points, etc.) triggering sequentially one at a time.
delta_angelfire 14338540
Would Tetryon emissions work against Suicide Attack?

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.
Harry Llama 14338619
1.) Can the United Force Admiral's Order be deployed in conjunction with a fleet build that is using an Independent Flagship Resource?

United Force:
"You may only deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself."

2.) Players must agree to play with ships from multiple factions. Do they also have to agree to combine Captains and Upgrades from multiple factions?

Rules of Play, Page 21:
"If all players agree, then each player may play with ships from multiple Factions. Players may even combine Captains and Upgrades from multiple Factions on the same ship if they are willing to pay the Faction penalty, which requires a player to pay 1 extra squadron point for each Captain and Upgrade Card that does not match its ship's Faction."
delta_angelfire 14338710

Harry Llama wrote:

1.) Can the United Force Admiral's Order be deployed in conjunction with a fleet build that is using an Independent Flagship Resource?
United Force:
"You may only deploy this Order if the Captain and all Upgrades on each of your ships match the same Faction as the ship itself."

Yes. Independent Flagship makes any ship dual-factioned and is a resource (not an upgrade). Any faction or independent upgrades on the ship now match the ships faction(s)

Andrew Parks wrote:

SteRT wrote:

regarding the Flagship resources.
...
3. The Flagship becomes Dual Faction i.e. Independent and the chosen ship's faction and pays no penalty on cards from either it's original faction or the Independent faction but still pays penalties on cards from neither of these factions.



#3 is correct.


Harry Llama wrote:


2.) Players must agree to play with ships from multiple factions. Do they also have to agree to combine Captains and Upgrades from multiple factions?

In casual play, players just always agree on everything before they play. Otherwise you just say "I don't want to play". In tournaments the specific rules are decided by the venue as opposed to the players.
Magentawolf 14339978

delta_angelfire wrote:

Would Tetryon emissions work against Suicide Attack?

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


Why not? You're still defending, as per the answer on Sulu.
delta_angelfire 14340489
I'm working on a collection of every ruling on every card in a spreadsheet in another thread. Since it was ruled that Cloak tokens do not work on Suicide attack (and by the same ruling evade/focus/and scan tokens as well), there's a lot of other things that I want to check as well as I come across them.
davedujour 14340549

delta_angelfire wrote:

I'm working on a collection of every ruling on every card in a spreadsheet in another thread. Since it was ruled that Cloak tokens do not work on Suicide attack (and by the same ruling evade/focus/and scan tokens as well), there's a lot of other things that I want to check as well as I come across them.


How about this: FAQ Wiki

Only Rob has added to it though. It could stay on BGG then. Here's the Cloaked Mines page.
Harry Llama 14341508

delta_angelfire wrote:

Yes. Independent Flagship makes any ship dual-factioned and is a resource (not an upgrade). Any faction or independent upgrades on the ship now match the ships faction(s)

I don't think resources are upgrades either but another player asked me and I want to make absolutely sure. The flagship reference card states "If an Independent option is chosen, players may assign any ship as their flagship, and pay no Faction Penalty." Faction penalty only applies to Captain and Upgrade cards so the additional wording is confusing.

delta_angelfire wrote:

In casual play, players just always agree on everything before they play. Otherwise you just say "I don't want to play". In tournaments the specific rules are decided by the venue as opposed to the players.

Agreed, in casual play anything's possible. If someone's tired of playing against Barrage of Fire or Cloaked Mines they can say so.

With an Independent Flagship, Khan can be played on any ship without paying Faction penalty. It creates a situation where Captain and Upgrade cards are the ship's Faction but not necessarily the player's Faction. Essentially I want to know if allowing Captain and Upgrade cards from other Factions was intended to be the standard or the exception.
Andrew Parks 14342221

Harry Llama wrote:

delta_angelfire wrote:

Yes. Independent Flagship makes any ship dual-factioned and is a resource (not an upgrade). Any faction or independent upgrades on the ship now match the ships faction(s)

I don't think resources are upgrades either but another player asked me and I want to make absolutely sure. The flagship reference card states "If an Independent option is chosen, players may assign any ship as their flagship, and pay no Faction Penalty." Faction penalty only applies to Captain and Upgrade cards so the additional wording is confusing.

delta_angelfire wrote:

In casual play, players just always agree on everything before they play. Otherwise you just say "I don't want to play". In tournaments the specific rules are decided by the venue as opposed to the players.

Agreed, in casual play anything's possible. If someone's tired of playing against Barrage of Fire or Cloaked Mines they can say so.

With an Independent Flagship, Khan can be played on any ship without paying Faction penalty. It creates a situation where Captain and Upgrade cards are the ship's Faction but not necessarily the player's Faction. Essentially I want to know if allowing Captain and Upgrade cards from other Factions was intended to be the standard or the exception.


The standard for casual play is up to your playgroup. Both playstyles (faction pure or mixed faction) are equally valid.
redmage909 14342340
Am I interpreting the rulings correctly here?

Using the Romulan Pilot allows the player to use a scan token action afterwards as the ship's action.

Using the card effect of the Excelsior or the High Energy Sensor Sweep tech upgrade does not allow the player to use a scan token as the ship's action.
Magentawolf 14342388

redmage909 wrote:

Am I interpreting the rulings correctly here?

Using the Romulan Pilot allows the player to use a scan token action afterwards as the ship's action.

Using the card effect of the Excelsior or the High Energy Sensor Sweep tech upgrade does not allow the player to use a scan token as the ship's action.


Correct.

The Romulan pilot 'places a scan token besides the ship as a free action'.

The Excelsior and the High Energy Sensor Sweep lets the ship 'take a [SCAN ACTION] as a free action.'
Harry Llama 14342490

Andrew Parks wrote:

The standard for casual play is up to your playgroup. Both playstyles (faction pure or mixed faction) are equally valid.

Thank you, Andrew! Your dedication and timeliness are greatly appreciated. Attack Wing is an amazing game with a quickly growing fan base in my area.
El_Tonio 14344918
Some questions about antimatter mines.

1. I know you must drop so at least part of the template is within range 1 of the attacking ship. But, it does not actually have a range limit printed on the card. So, if you drop it so that it is partially within range 1 of your ship but actually hits a ship at range 2, can you use the following flagship ability?

"All other friendly ships within range 1 of your flagship gain +1 attack when attacking at range 2-3."


2. I know battle stations does not work (too bad!). But, does Boheeka's ability work? Seems like it might since it is a passive ability (i.e., you don't actually have to spend the token to use it).

"If your ship has a battle station token besides it when you attack, you may convert 1 blank result into one hit result."


3. How does interphase generator work with antimatter mines? IPG says, "when defending while you are cloaked..." AMM says "the affected ship does not roll any defense dice." But, AMM never mentions the defending ship (and it is not really defending in any meaningful way).


4. How does AMM work with other ships and crew that let you reroll attack dice. I know target lock can't be used, but what about the Ch'Tang's ability (and similar abilities) which reads:

"If you initiate an attack while cloaked, you may choose any number of your attack dice ad re-roll them once." Again, this seems passive and like it should be allowed.






Andrew Parks 14346469

El_Tonio wrote:

Some questions about antimatter mines.

1. I know you must drop so at least part of the template is within range 1 of the attacking ship. But, it does not actually have a range limit printed on the card. So, if you drop it so that it is partially within range 1 of your ship but actually hits a ship at range 2, can you use the following flagship ability?

"All other friendly ships within range 1 of your flagship gain +1 attack when attacking at range 2-3."


2. I know battle stations does not work (too bad!). But, does Boheeka's ability work? Seems like it might since it is a passive ability (i.e., you don't actually have to spend the token to use it).

"If your ship has a battle station token besides it when you attack, you may convert 1 blank result into one hit result."


3. How does interphase generator work with antimatter mines? IPG says, "when defending while you are cloaked..." AMM says "the affected ship does not roll any defense dice." But, AMM never mentions the defending ship (and it is not really defending in any meaningful way).


4. How does AMM work with other ships and crew that let you reroll attack dice. I know target lock can't be used, but what about the Ch'Tang's ability (and similar abilities) which reads:

"If you initiate an attack while cloaked, you may choose any number of your attack dice ad re-roll them once." Again, this seems passive and like it should be allowed.



These answers are obviously geared toward dropping the Mines on top of someone, not if they just run into the mines.

1. Yes

2. Yes

3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.

4. Ch'Tang and similar abilities work.
delta_angelfire 14346702

Andrew Parks wrote:


3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.


Does this imply that you can't use interphase generator against Antimatter mines if you run over an already placed minefield?
Andrew Parks 14346777

delta_angelfire wrote:

Andrew Parks wrote:


3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.


Does this imply that you can't use interphase generator against Antimatter mines if you run over an already placed minefield?


Correct.
delta_angelfire 14349786
Does polarized hull plating take effect against already-placed minefields?

"When your ship is hit, convert 1 [crit] into 1 [hit] result."
Magentawolf 14349836

delta_angelfire wrote:

Does polarized hull plating take effect against already-placed minefields?

"When your ship is hit, convert 1 [crit] into 1 [hit] result."


You don't have the standard combat resolution phase when dealing with existing minefields, but you're still 'hit' by the uncanceled damage results, so it should work.
delta_angelfire 14350600
EDIT: ignore question 1, found it after digging through old threads.

For context: I'm compiling rulings for the U.S.S. Defiant:
"When defending, convert all your opponent's [crit] results into [hit] results."

As a second question: can you use the Defiant's ablity if it gets attacked by your own minefield? (since technically it's not an "opponent's attack")
Magentawolf 14351577

delta_angelfire wrote:

EDIT: ignore question 1, found it after digging through old threads.

For context: I'm compiling rulings for the U.S.S. Defiant:
"When defending, convert all your opponent's [crit] results into [hit] results."

As a second question: can you use the Defiant's ablity if it gets attacked by your own minefield? (since technically it's not an "opponent's attack")


If you hit an already-placed minefield, it's neither an attack nor are you defending. If you drop a minefield on yourself.. well.. it's not your opponent making the attack, is it?
delta_angelfire 14351586
Sorry, I'm compiling rulings at the moment- I can only accepts Andrew's answers or direct quotes for the forseeable future. There have been cases before where card text was not as intended (as with Command Tokens).
Andrew Parks 14351684
I'm somewhat undecided on this. My gut instinct is "no".
koku_ryu 14351823

Andrew Parks wrote:

H00D4M4N wrote:

Lime_Man wrote:

1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?


1. Yes.
2. No, it's on page 12 I believe that you can't perform the same action more than once on each ship.


Thomas is correct on #1 & #2.

#3: Answer is yes.


Can we get the Cloak + Sensor Echo free action question moved to page 1?
With the flagship resource and martok, it seems to be coming up quite a bit lately.
alepperd 14354090
For Christmas I got you a question about the OP5 resource, Mr. Parks.

If an attack squadron is hit for, say, 3 damage, and I choose to use the ability of a friendly Kraxon within range 1, how much damage is there to be transferred? Does the ability of the attack squadron reduce it to 1, or would I have to take all 3 to the Kraxon to avoid removing a token from the Attack Squadron?

Attack Squadron Resource:
Attack squadrons are treated like normal ships...

...When an attack squadron sustains damage to its hull, do not draw damage cards as normal. Instead remove one token from the top of the stack.


Kraxon:
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.
H00D4M4N 14354479

alepperd wrote:

For Christmas I got you a question about the OP5 resource, Mr. Parks.

If an attack squadron is hit for, say, 3 damage, and I choose to use the ability of a friendly Kraxon within range 1, how much damage is there to be transferred? Does the ability of the attack squadron reduce it to 1, or would I have to take all 3 to the Kraxon to avoid removing a token from the Attack Squadron?

Attack Squadron Resource:
Attack squadrons are treated like normal ships...

...When an attack squadron sustains damage to its hull, do not draw damage cards as normal. Instead remove one token from the top of the stack.


Kraxon:
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.


The way the Attack Squadron reads I don't believe the Kraxon would help. If the Attack Squadron is about to be hit for say 3 damage, it isn't reducing the damage to 1. It says that regardless of the amount of damage, you just remove one token. It's still hit for 3 damage, so using the Kraxon may actually hurt more (it would have to take three damage for the Attack Squadron not to take any) unless you really want to keep the Attack Squadron on its 6 attack token.

Hopefully though Andrew can clarify if this is how it works.
koku_ryu 14355356
Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?
jmdt784 14355416
You blow your ship up before the dice are rolled. Your ship is certainly destroyed and theirs might be.
delta_angelfire 14355442

koku_ryu wrote:

Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?


on page 17 of the rulebook:
"EXCEPTION: If a destroyed ship has an ability that triggers when it is destroyed (such as the text on "Riker"), and this abiliity destroys all enemy ships, then the player owning the ship with the ability wins the game.
XanderF 14355453
Question on the Admirals Orders: Strike Force.

Text reads:
You may only deploy this Order if your Fleet includes exactly 2 Ships


What happens if you...*start* with 2 ships, but one is destroyed?

Fleet no longer consists of 2 ships, it's now just 1...does this bonus go away?
swingk2121 14355460

koku_ryu wrote:

Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?


If you are unsuccessful at destroying his and it survives the attack then you would no long be able to battle (you have no ships) meaning opponent would win.

If you do destroy his ship then both players would be out of ships (meaning a tie) and it would come down to who destroyed the most (count up fleet points to break ties per the rule book).

This is the same situation if each player has one ship left and equal captain skill, seeing as they could kill each other since they would get to return an attack even if destroyed due to being equal captain skill.
swingk2121 14355475

XanderF wrote:

Question on the Admirals Orders: Strike Force.

Text reads:
You may only deploy this Order if your Fleet includes exactly 2 Ships


What happens if you...*start* with 2 ships, but one is destroyed?

Fleet no longer consists of 2 ships, it's now just 1...does this bonus go away?


Requirement only needs to be meet when deploying (start of game)
delta_angelfire 14355536

swingk2121 wrote:

koku_ryu wrote:

Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?


If you are unsuccessful at destroying his and it survives the attack then you would no long be able to battle (you have no ships) meaning opponent would win.

If you do destroy his ship then both players would be out of ships (meaning a tie) and it would come down to who destroyed the most (count up fleet points to break ties per the rule book).

This is the same situation if each player has one ship left and equal captain skill, seeing as they could kill each other since they would get to return an attack even if destroyed due to being equal captain skill.


There is no such thing as a draw in this game. There are very specific rules for victory on page 17 of the rulebook
swingk2121 14355552

delta_angelfire wrote:

swingk2121 wrote:

koku_ryu wrote:

Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?


If you are unsuccessful at destroying his and it survives the attack then you would no long be able to battle (you have no ships) meaning opponent would win.

If you do destroy his ship then both players would be out of ships (meaning a tie) and it would come down to who destroyed the most (count up fleet points to break ties per the rule book).

This is the same situation if each player has one ship left and equal captain skill, seeing as they could kill each other since they would get to return an attack even if destroyed due to being equal captain skill.


There is no such thing as a draw in this game. There are very specific rules for victory on page 17 of the rulebook


Where do I say draw, if you ready the full paragraph it explains you would use fleet points to determine a winner. "Count up fleet points to break ties as per the rule book"

Which is on page 17 as mention. The interesting thing about the ruling you mention is using an ability in response to being attacked "hit or destroyed" is rule book wording(ie riker).

During OP events ties/draws are always determined by fleet points.
Magentawolf 14355622

swingk2121 wrote:

delta_angelfire wrote:

swingk2121 wrote:

koku_ryu wrote:

Suicide attack question:
If both myself and my opponent are down to our last ship each, and I successfully destroy his ship with suicide attack, is the game a draw?


If you are unsuccessful at destroying his and it survives the attack then you would no long be able to battle (you have no ships) meaning opponent would win.

If you do destroy his ship then both players would be out of ships (meaning a tie) and it would come down to who destroyed the most (count up fleet points to break ties per the rule book).

This is the same situation if each player has one ship left and equal captain skill, seeing as they could kill each other since they would get to return an attack even if destroyed due to being equal captain skill.


There is no such thing as a draw in this game. There are very specific rules for victory on page 17 of the rulebook


Where do I say draw, if you ready the full paragraph it explains you would use fleet points to determine a winner. "Count up fleet points to break ties as per the rule book"

Which is on page 17 as mention. The interesting thing about the ruling you mention is using an ability in response to being attacked "hit or destroyed" is rule book wording(ie riker).

During OP events ties/draws are always determined by fleet points.


Fleet points are not mentioned in the rulebook as a winning condition; that is for the OP events.

If all ships are simultaneously destroyed in a standard game, then the player with initiative is the winner.

Suicide Attack was argued in another thread that it didn't count for the exception in that the ability was not triggered by the ship being destroyed; the self-destruction was a cost for the attack.
delta_angelfire 14355626
You used the word "tie" when referring to a battle. There is no such thing as a "tie" on a single-battle basis. There is always a winner and a loser.

Fleet points are not determined by who destroyed the most. They are determined by what the opponent has left (which, in the case of total mutual destruction, both players would have 100 fleet points).

This is a moot point however. Fleet points do not replace the standard victory condition. The winner is still determined by page 17 of the rule book in this case to determine who gets the battle point. It is possible to win a game and have fewer fleet points than the opponent due to special secondary conditions.
delta_angelfire 14355635

Magentawolf wrote:


Suicide Attack was argued in another thread that it didn't count for the exception in that the ability was not triggered by the ship being destroyed; the self-destruction was a cost for the attack.


Defninitely need a quote on that. I do not find any official wording from Andrew on this point when searching the forums.
Magentawolf 14355641

delta_angelfire wrote:

Magentawolf wrote:


Suicide Attack was argued in another thread that it didn't count for the exception in that the ability was not triggered by the ship being destroyed; the self-destruction was a cost for the attack.


Defninitely need a quote on that. I do not find any official wording from Andrew on this point when searching the forums.


I didn't say Andrew ruled on it, I said it was argued.
delta_angelfire 14355733

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/
swingk2121 14355789

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


As can be seen this exception only works during the attack phase where a ship being destroyed returns and attack in response to being "hit or destroyed".

They way this reads is if you get to retaliate and attack when being destroyed and you destroy the other ship using an ability you would be considered a winner.

Problem with suicide attack is you move and then destroy your ship.... Before rolling any attack dice your ship has been destroyed. Meaning you have no ships and should therefor lose based on that rule.

This is why Andrew is the final ruling to clear up confusion like this.
Andrew Parks 14355840

koku_ryu wrote:

Andrew Parks wrote:

H00D4M4N wrote:

Lime_Man wrote:

1.) With Martok's (Negh'Var) ability:

"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action"

Can you activate actions from upgrades such as konmel ("Action: If your ship is not Cloaked, you may repair 1 Shield Token") as a free action?

2.) If so does this also mean that the ship can activate the same upgrade card twice (once as an action and second time as a free action)?

3.) Can a ship that is cloaked also use a sensor echo from this ability on the same turn as it cloaked?


1. Yes.
2. No, it's on page 12 I believe that you can't perform the same action more than once on each ship.


Thomas is correct on #1 & #2.

#3: Answer is yes.


Can we get the Cloak + Sensor Echo free action question moved to page 1?
With the flagship resource and martok, it seems to be coming up quite a bit lately.


Done.
Andrew Parks 14355852

alepperd wrote:

For Christmas I got you a question about the OP5 resource, Mr. Parks.

If an attack squadron is hit for, say, 3 damage, and I choose to use the ability of a friendly Kraxon within range 1, how much damage is there to be transferred? Does the ability of the attack squadron reduce it to 1, or would I have to take all 3 to the Kraxon to avoid removing a token from the Attack Squadron?

Attack Squadron Resource:
Attack squadrons are treated like normal ships...

...When an attack squadron sustains damage to its hull, do not draw damage cards as normal. Instead remove one token from the top of the stack.


Kraxon:
Whenever a friendly ship within Range 1 of your ship receives damage you may transfer any amount of that damage to your own Shields, if possible.


You would need to transfer all the damage onto the Kraxon to save the Squadron from losing a token.
Magentawolf 14355979

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


Because if and until he makes a FAQ ruling that changes the way it works, I will answer any and all questions according to the current ruleset.
delta_angelfire 14356202

Magentawolf wrote:

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


Because if and until he makes a FAQ ruling that changes the way it works, I will answer any and all questions according to the current ruleset.


Ah my apologies, going back over the thread I got confused and thought I was still arguing against the person who thought games could end in ties and was using this as some kind of proof.

That there is a possible conflict like you mentioned is indeed a reason we need a ruling from andrew.
SteRT 14356248

swingk2121 wrote:

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


As can be seen this exception only works during the attack phase where a ship being destroyed returns and attack in response to being "hit or destroyed".

They way this reads is if you get to retaliate and attack when being destroyed and you destroy the other ship using an ability you would be considered a winner.

Problem with suicide attack is you move and then destroy your ship.... Before rolling any attack dice your ship has been destroyed. Meaning you have no ships and should therefor lose based on that rule.

This is why Andrew is the final ruling to clear up confusion like this.


The Exception quoted is under winning the game and makes no mention of the destroyed ship having to be from an attack. In the example they give of Riker the destruction happens during the attack phase but that is just one example, others include I Stab at Thee and Suicide Attack.

Suicide Attack: After moving if the ship overlaps it is destroyed and when it is destroyed it triggers the ability i.e. the Attack; if this destroys the other ship and it was the last opposing ship then this clearly falls into the wording of the Exception.
Andrew Parks 14356284

swingk2121 wrote:

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


As can be seen this exception only works during the attack phase where a ship being destroyed returns and attack in response to being "hit or destroyed".

They way this reads is if you get to retaliate and attack when being destroyed and you destroy the other ship using an ability you would be considered a winner.

Problem with suicide attack is you move and then destroy your ship.... Before rolling any attack dice your ship has been destroyed. Meaning you have no ships and should therefor lose based on that rule.

This is why Andrew is the final ruling to clear up confusion like this.


I can see where this could go either way. Thematically, it certainly makes sense to award victory to someone who destroys the final enemy ship through a Suicide Attack.

When you look at the text on page 17 in the rulebook, this also seems to support it. After all, Suicide Attack does have text that triggers when the suicide ship is destroyed, namely that the other ship receives an 8 dice attack. If that 8 dice attack destroys "all enemy ships," then the suicide ship would win the match.

Andrew
swingk2121 14356303

Andrew Parks wrote:

swingk2121 wrote:

delta_angelfire wrote:

Magentawolf wrote:


I didn't say Andrew ruled on it, I said it was argued.


Well that's cool but I just don't see why extra unofficial speculation needs to be brought up in the official answer thread :-/


As can be seen this exception only works during the attack phase where a ship being destroyed returns and attack in response to being "hit or destroyed".

They way this reads is if you get to retaliate and attack when being destroyed and you destroy the other ship using an ability you would be considered a winner.

Problem with suicide attack is you move and then destroy your ship.... Before rolling any attack dice your ship has been destroyed. Meaning you have no ships and should therefor lose based on that rule.

This is why Andrew is the final ruling to clear up confusion like this.


I can see where this could go either way. Thematically, it certainly makes sense to award victory to someone who destroys the final enemy ship through a Suicide Attack.

When you look at the text on page 17 in the rulebook, this also seems to support it. After all, Suicide Attack does have text that triggers when the suicide ship is destroyed, namely that the other ship receives an 8 dice attack. If that 8 dice attack destroys "all enemy ships," then the suicide ship would win the match.

Andrew


Thank you Andrew where I had got confused is the action was causing the destruction verse triggering in response to the destruction.
Magentawolf 14356364

swingk2121 wrote:

Andrew Parks wrote:


I can see where this could go either way. Thematically, it certainly makes sense to award victory to someone who destroys the final enemy ship through a Suicide Attack.

When you look at the text on page 17 in the rulebook, this also seems to support it. After all, Suicide Attack does have text that triggers when the suicide ship is destroyed, namely that the other ship receives an 8 dice attack. If that 8 dice attack destroys "all enemy ships," then the suicide ship would win the match.

Andrew


Thank you Andrew where I had got confused is the action was causing the destruction verse triggering in response to the destruction.


I agree it's certainly more thematic this way. Technically the trigger is overlapping the enemy base after performing the action (because if that doesn't happen, then nothing else happens), which causes the ship destruction and subsequent attack. However, I'm fine with it working the way he says.
Andrew Parks 14356384
I agree, the wording does not synch up perfectly the way it does with "I Stab at Thee!" and definitely required a ruling.

Andrew
Harry Llama 14356710
Who wins if a game effect that's not controlled by a player destroys the last ship of each player in the same round (i.e. attacks from OWPs, PDTs, etc.)?
FortuneFavorTheBold 14356810

Harry Llama wrote:

Who wins if a game effect that's not controlled by a player destroys the last ship of each player in the same round (i.e. attacks from OWPs, PDTs, etc.)?


I'd imagine it would go to Fleet Points for determining the winner, and then if you were still tied a roll off as outlined for breaking ties in the OP Rules.

Reasoning being that if all ships are off the board, your entire fleet build is destroyed, and your opponent scores the full amount of fleet points possible from destroying enemy ships. That leaves the capacity for scoring fleet points via objectives like attacking SFHQ or having troops on a planet, and then if still tied, the standard tie breaker roll off.
Reklawyad 14357211
Andrew,

I tried searching both the FAQ and the rules on Cloaked Mines, but cannot seem to locate the answer.

What exactly does it mean when the cloaked mines says "Enemy ship PASSES" within range one??

Example, I have a ship that is outside he range one, my opponent has put down a minefield, my ships maneuver does go through the minefield, but when the ship does it's actual move, it is not in the range one (let's say a hard 3 turn). Since the ship only follows the template if there is a collision, I would say nothing happens, but I'm not sure about that word "PASSES".

Thank you for all the help and if this has been answered before please forgive the question.

delta_angelfire 14357291
"Passes within" means any portion of your movement template, just as if your movement template overlapped any other obstacle. So if part of your movement template falls within range 1 of the mines, you take the hits since you passed over their area of effect.
delta_angelfire 14359586
Barrage of Fire + Fighter Squadron

Can a fighter squadron participate in Barrage of Fire even though the target may be out of range of their range 1-2 regular attack? I remember a similar question being brought up before regarding BoF but I can't find a ruling now.
rtsuk 14359631
Isn't Barrage of Fire range 1-2 as well?

I guess that doesn't matter, since the fighter could be further than the acting ship. Interesting question.
jonnyd76 14359759

delta_angelfire wrote:

Barrage of Fire + Fighter Squadron

Can a fighter squadron participate in Barrage of Fire even though the target may be out of range of their range 1-2 regular attack? I remember a similar question being brought up before regarding BoF but I can't find a ruling now.


A similar question did come up but I can't find it now either. The participating ship needs to only be within range 1 of the BOF ship, and only needs to have the defending ship in its forward arc. The defending ship doesn't need to be within range, just arc.
Godzillafreak01 14363298
Hey Andrew!

Once again here with a question!

I'm trying to practice for OP5, and we're all unsure about whether or not Admiral's Orders are legal-- as the only set of Admiral's Orders is for January... and unless people are late with OP4, there IS no OP tourney in January!

So are the Admiral's Orders legal for Feb's OP5? Or are they not (as they'll be getting replaced?)

This would help I and my Play group so much if we know they're legal or not!

Thanks again for all your help, and I hope you had a great holiday!

Drew
Andrew Parks 14364046
Thanks, Drew. The plan is to have a revised set of Admiral's Orders every month, so things will definitely be at least a little different in February. It is possible that some of the existing Admiral's Orders will remain, but they may be adjusted based on player feedback.

The thing to remember with Admiral's Orders is that player feedback is key. We need to know how they are affecting the environment, if something seems imbalanced, etc.

We look forward to hearing how they fare throughout the month of January.

Andrew
rangarth 14365972
The new Dominion/Breen Elite Talent coming out in the OP5 Rav Laerst Ship, will it allow for a second battlestations token be placed beside the ship? (similar to the Romulan Pilot second scan token ruling)

"Before rolling your attack or defense dice, you may discard this card to place a battlestations token beside your ship."

H00D4M4N 14366025

rangarth wrote:

The new Dominion/Breen Elite Talent coming out in the OP5 Rav Laerst Ship, will it allow for a second battlestations token be placed beside the ship? (similar to the Romulan Pilot second scan token ruling)

"Before rolling your attack or defense dice, you may discard this card to place a battlestations token beside your ship."



Yes it would.
delta_angelfire 14368218
Regarding Barrage of Fire: The secondary firing ship does not need to be in range, but is it considered to be "in arc" if there is a planet between the secondary ship and the target?

My first instinct of course is no, but this ruling regarding Ferengi EM Pulse seems to say that you can be within firing arc even when line of sight is blocked.

http://boardgamegeek.com/article/14096044#14096044
rangarth 14368281

delta_angelfire wrote:

Regarding Barrage of Fire: The secondary firing ship does not need to be in range, but is it considered to be "in arc" if there is a planet between the secondary ship and the target?

My first instinct of course is no, but this ruling regarding Ferengi EM Pulse seems to say that you can be within firing arc even when line of sight is blocked.

http://boardgamegeek.com/article/14096044#14096044


I think the difference will be that the EM Pulse is a non-advasive non-damaging attack ie Tech Upgrade, while BOF is a Weapon Upgrade and weapons require line of sight (LOS) to be usable. So both particpants will require LOS since they both are considered to have attacked. It is the same with the systems of your ship you can still target lock/scan but you cant use the primary weapon to fire thru the planet.
paulsk 14368509

delta_angelfire wrote:

Regarding Barrage of Fire: The secondary firing ship does not need to be in range, but is it considered to be "in arc" if there is a planet between the secondary ship and the target?

My first instinct of course is no, but this ruling regarding Ferengi EM Pulse seems to say that you can be within firing arc even when line of sight is blocked.

http://boardgamegeek.com/article/14096044#14096044


Probably the text should be treated as including after the word arcs: "...and not completely obstructed."
Andrew Parks 14368593

rangarth wrote:

delta_angelfire wrote:

Regarding Barrage of Fire: The secondary firing ship does not need to be in range, but is it considered to be "in arc" if there is a planet between the secondary ship and the target?

My first instinct of course is no, but this ruling regarding Ferengi EM Pulse seems to say that you can be within firing arc even when line of sight is blocked.

http://boardgamegeek.com/article/14096044#14096044


I think the difference will be that the EM Pulse is a non-advasive non-damaging attack ie Tech Upgrade, while BOF is a Weapon Upgrade and weapons require line of sight (LOS) to be usable. So both particpants will require LOS since they both are considered to have attacked. It is the same with the systems of your ship you can still target lock/scan but you cant use the primary weapon to fire thru the planet.


This is correct. Because this is a Weapon Upgrade, the target ship would have to be within the firing arc and unobstructed by a Planet Token for both attacking ships.
delta_angelfire 14369480
As a quick note, I've finished uploading all the info I've got from the FAQ to the bgg wiki. Every Ship, Upgrade, Reference, and Damage Card has been uploaded with it's text, proposed errata considering all the rulings, and links to every ruling made by andrew.

sample:
STAW:U.S.S. Enterprise-D
STAW:Jean-Luc Picard
STAW:Warp Core Breach

if anyone else has additional official ruling that I missed, please feel free to add them.

EDIT: Andrew, if you wouldn't mind looking over "STAW:General Rulings" and give it a stamp of approval/change whatever, I'd greatly appreciate it :-)
Magentawolf 14370077

Magentawolf wrote:

bhosp wrote:

Once More Unto The Breach wrote:

ACTION: Discard this card to allow your Primary Weapon to make a total of 2 attacks this round at -1 attack die each. You may not roll any defense dice this round.


U.S.S. Enterprise-D wrote:

Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.


If Once More Unto The Breach is activated for the Enterprise-D, can either or both of the attacks be used with the Enterprise's special ability?


I believe so, yes. The OMUtB allows you to make two Primary Weapon attacks, while the Enterprise-D ability allows you to substitute a Primary Weapon attack with the 360 degree shot. You'd be rolling a base of 2 dice each time, though.


Would the Koranak's ability (Instead of making a normal attack, you may spend a [SCAN] token to attack 2 different ships with your Primary Weapon...) work with Once More Unto the Breach, or does the '... a total of 2 attacks this round' on that card scuttle the idea?

I had a beautifully convoluted idea that would have me rolling 4 attacks at 6 dice each against cloaked ships..
Harry Llama 14370151

Andrew Parks wrote:

Thanks, Drew. The plan is to have a revised set of Admiral's Orders every month, so things will definitely be at least a little different in February. It is possible that some of the existing Admiral's Orders will remain, but they may be adjusted based on player feedback.

The thing to remember with Admiral's Orders is that player feedback is key. We need to know how they are affecting the environment, if something seems imbalanced, etc.

We look forward to hearing how they fare throughout the month of January.

Andrew


My group likes Admiral's Orders enough that they want the ones for January extended into February for Dominion War Month 5. We're also considering extending United Force indefinitely as an added balance for Faction purist.

The blog post from WizKids mentioned a Print and Play page for Attack Wing that will have further Admiral's Orders, any idea where (or when) that'll be? I'd really like to see the ones for February.
DonMegel 14370230

Harry Llama wrote:

Andrew Parks wrote:

Thanks, Drew. The plan is to have a revised set of Admiral's Orders every month, so things will definitely be at least a little different in February. It is possible that some of the existing Admiral's Orders will remain, but they may be adjusted based on player feedback.

The thing to remember with Admiral's Orders is that player feedback is key. We need to know how they are affecting the environment, if something seems imbalanced, etc.

We look forward to hearing how they fare throughout the month of January.

Andrew


My group likes Admiral's Orders enough that they want the ones for January extended into Febuary for Dominion War Month 5. We're also considering extending United Force indefinitely as an added balance for Faction purist.

The blog post from WizKids mentioned a Print and Play page for Attack Wing that will have further Admiral's Orders, any idea where (or when) that'll be? I'd really like to see the ones for February.


I second this opinion. Our OP5 will be Febuary 9th so the more time I have to plan my fleet around the new orders the better. Along those lines, I really like United Force as it helps those of us who shutter at the thought of Dominion upgrades on Federation ships.

Now for my question: Does the Tribble +1 Attack work on the Enterprises 360 attack? I know the Flagship cards dont...
Magentawolf 14370240

DonMegel wrote:



Now for my question: Does the Tribble +1 Attack work on the Enterprises 360 attack? I know the Flagship cards dont...


Tribbles would apply, yes, as they 'add +1 attack die whenever you attack...'
DonMegel 14370351
If I beam the excess Tribbles to a OWP, does it now get the +1 Attack bonus?
stevecorby 14371063

DonMegel wrote:

If I beam the excess Tribbles to a OWP, does it now get the +1 Attack bonus?


It was already answered earlier in the thread that Tribbles would effect the OWPs, either positively or negatively, depending on number of Tribbles.
H00D4M4N 14373013
Can Synon boost the Rav Laerst's Sensor Echo?

Rav Laerst

ACTION: Perform a Sensor Echo action even if this ship is not Cloaked. You may only use the 1 straight Maneuver Template for this action.

Synon

When performing a [sensor echo] Action, you may use a 1 [straight], 2 [straight], or 3 [straight] maneuver template.
paulsk 14373515

H00D4M4N wrote:

Can Synon boost the Rav Laerst's Sensor Echo?

Rav Laerst

ACTION: Perform a Sensor Echo action even if this ship is not Cloaked. You may only use the 1 straight Maneuver Template for this action.

Synon

When performing a [sensor echo] Action, you may use a 1 [straight], 2 [straight], or 3 [straight] maneuver template.


Perhaps unanticipated, but it should be allowed for the sake of simplicity.
DonMegel 14373563

stevecorby wrote:

DonMegel wrote:

If I beam the excess Tribbles to a OWP, does it now get the +1 Attack bonus?


It was already answered earlier in the thread that Tribbles would effect the OWPs, either positively or negatively, depending on number of Tribbles.


That makes OP5 and Tribbles VERY interesting...
Andrew Parks 14374418

Magentawolf wrote:

Magentawolf wrote:

bhosp wrote:

Once More Unto The Breach wrote:

ACTION: Discard this card to allow your Primary Weapon to make a total of 2 attacks this round at -1 attack die each. You may not roll any defense dice this round.


U.S.S. Enterprise-D wrote:

Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.


If Once More Unto The Breach is activated for the Enterprise-D, can either or both of the attacks be used with the Enterprise's special ability?


I believe so, yes. The OMUtB allows you to make two Primary Weapon attacks, while the Enterprise-D ability allows you to substitute a Primary Weapon attack with the 360 degree shot. You'd be rolling a base of 2 dice each time, though.


Would the Koranak's ability (Instead of making a normal attack, you may spend a [SCAN] token to attack 2 different ships with your Primary Weapon...) work with Once More Unto the Breach, or does the '... a total of 2 attacks this round' on that card scuttle the idea?

I had a beautifully convoluted idea that would have me rolling 4 attacks at 6 dice each against cloaked ships..


The wording "a total of 2 attacks" would indeed prohibit this.
Andrew Parks 14374435

H00D4M4N wrote:

Can Synon boost the Rav Laerst's Sensor Echo?

Rav Laerst

ACTION: Perform a Sensor Echo action even if this ship is not Cloaked. You may only use the 1 straight Maneuver Template for this action.

Synon

When performing a [sensor echo] Action, you may use a 1 [straight], 2 [straight], or 3 [straight] maneuver template.


Yes, it's a valid (and powerful) combo.
jordanscott 14376523
OK, I have a very basic question. Sorry.

It came up while I was teaching a couple new players.

Ship is cloaked. I cannot acquire target lock but, can a card like EMP, that says target a ship at r1-r2, be used? Is 'target' when used like this simply the process of taking aim and not related to the ability to target lock?

Thanks.
delta_angelfire 14376773

jordanscott wrote:

OK, I have a very basic question. Sorry.

It came up while I was teaching a couple new players.

Ship is cloaked. I cannot acquire target lock but, can a card like EMP, that says target a ship at r1-r2, be used? Is 'target' when used like this simply the process of taking aim and not related to the ability to target lock?

Thanks.


Yes, cards can target cloaked ships, that restriction only applies to target lock (and of course any action that specifically says it can't target cloaked ships). Official reply thumbs upped by designer Andrew here:
http://boardgamegeek.com/article/14358565#14358565
XanderF 14376878

Andrew Parks wrote:

H00D4M4N wrote:

Can Synon boost the Rav Laerst's Sensor Echo?

Rav Laerst

ACTION: Perform a Sensor Echo action even if this ship is not Cloaked. You may only use the 1 straight Maneuver Template for this action.

Synon

When performing a [sensor echo] Action, you may use a 1 [straight], 2 [straight], or 3 [straight] maneuver template.


Yes, it's a valid (and powerful) combo.


Waitwhat?

The rulebook states that if one card text allows an ability (using a sensor echo 3, for example) and another prohibits it (IE., 'nope, you can only use a 1'), then the 'prohibits' overrides the 'allows'.

This time it doesn't?
delta_angelfire 14377143
This seems more like a "Permit" card and a "Permit More" card. Since it can't normally sensor echo, being able to is a bonus. If it said "you may sensor echo, you can not use a template other than 1 [straight]" (as awkward as that sounds) That would be more in line with the wording of a "forbid" effect. It is of course up to the intent of the designers though since its all semantics.
Andrew Parks 14377699

XanderF wrote:

Andrew Parks wrote:

H00D4M4N wrote:

Can Synon boost the Rav Laerst's Sensor Echo?

Rav Laerst

ACTION: Perform a Sensor Echo action even if this ship is not Cloaked. You may only use the 1 straight Maneuver Template for this action.

Synon

When performing a [sensor echo] Action, you may use a 1 [straight], 2 [straight], or 3 [straight] maneuver template.


Yes, it's a valid (and powerful) combo.


Waitwhat?

The rulebook states that if one card text allows an ability (using a sensor echo 3, for example) and another prohibits it (IE., 'nope, you can only use a 1'), then the 'prohibits' overrides the 'allows'.

This time it doesn't?


As Will mentions, the wording on Rav Laerst simply allows a limited Sensor Echo, as opposed to forbidding a particular effect.

It would be different, for example, if a ship with the Sensor Echo icon said, "You cannot use greater than a 1 [staight] maneuver template when performing a Sensor Echo Action." In this case, Synon would not work.
jordanscott 14378648

delta_angelfire wrote:


Yes, cards can target cloaked ships, that restriction only applies to target lock (and of course any action that specifically says it can't target cloaked ships). Official reply thumbs upped by designer Andrew here:
http://boardgamegeek.com/article/14358565#14358565


Excellent.

Thanks.
Big_Lou 14381588

jonnyd76 wrote:

delta_angelfire wrote:

Barrage of Fire + Fighter Squadron

Can a fighter squadron participate in Barrage of Fire even though the target may be out of range of their range 1-2 regular attack? I remember a similar question being brought up before regarding BoF but I can't find a ruling now.


A similar question did come up but I can't find it now either. The participating ship needs to only be within range 1 of the BOF ship, and only needs to have the defending ship in its forward arc. The defending ship doesn't need to be within range, just arc.


So can a ship fire on a ship that would be in beyond range 3? This seems broken to me.
jonnyd76 14382521

Big_Lou wrote:

jonnyd76 wrote:

delta_angelfire wrote:

Barrage of Fire + Fighter Squadron

Can a fighter squadron participate in Barrage of Fire even though the target may be out of range of their range 1-2 regular attack? I remember a similar question being brought up before regarding BoF but I can't find a ruling now.


A similar question did come up but I can't find it now either. The participating ship needs to only be within range 1 of the BOF ship, and only needs to have the defending ship in its forward arc. The defending ship doesn't need to be within range, just arc.


So can a ship fire on a ship that would be in beyond range 3? This seems broken to me.


At most, it will be a movement of "1" over the range ruler (assuming all are in a perfect line), which is the front to back depth of the base of the BOF ship. The ship initiating the BOF still needs to be within range 1-2.

lonegofyer 14383595
Question: Can the "Free Action" which Martok gives to a different ship be used to Activate the Reinforcements sideboard Resource, if the ship has already used its action to activate the sideboard? Can two resources be put on a ship in the same round using martok's free action?

Thanks for the support you've put into making this game great.
jonnyd76 14384454

lonegofyer wrote:

Question: Can the "Free Action" which Martok gives to a different ship be used to Activate the Reinforcements sideboard Resource, if the ship has already used its action to activate the sideboard? Can two resources be put on a ship in the same round using martok's free action?

Thanks for the support you've put into making this game great.


FAQ wrote:

8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.
BeastRabban 14384767
I have a couple of questions related to the card Conditional Surrender.

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your [Crew] Upgrades to cancel the attack. You must have at least 1 [Crew] Upgrade on your ship in order to use this ability."

1. If I use conditional surrender to cancel an attack can the attack be redirected to a different target?

My thought on 1 is that the attack can not be redirected. If an attack is cancelled then it is cancelled period. It would be like a missfire or systems failure in the attack.

I have a couple of follow on questions regards this card's interaction with secondary weapons.

Barrage of Fire: "ATTACK. Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxillary Power Token beside both ships."

2. If the BoF Attack is cancelled is the Attacker still required to:

2a. Discard BoF,
2b. The assisting ship can not make a normal attack, and
2c. Both ships get an Auxillary Power Token?

My thought on 2 is yes because the cancellation happens before dice are rolled which indicates that the pre-requisite discarding / no attack / and Auxillary Power Tokens to enable the attack still occur.

3. likewise with other secondary weapons such as Torpedos (Pick a flavour) would the discarding of the target lock and disabling of the secondary weapon still occur?

Edit: I am asking these questions because they either have or will likely come up during games. i have my thoughts but I would prefer an official ruling, I wouldn't want to short change some one during an event.



Mr S Baldrick 14385481
Hello Andrew,
I have been looking for this all over the place but can't find an answer.

If I have 2 "CHEAT DEATH" talents on Kirk and his ship is destroyed will they both trigger or can he save one and come back a second time if destroyed again?
jonnyd76 14385501

Mr S Baldrick wrote:

Hello Andrew,
I have been looking for this all over the place but can't find an answer.

If I have 2 "CHEAT DEATH" talents on Kirk and his ship is destroyed will they both trigger or can he save one and come back a second time if destroyed again?


In this case you choose the trigger, and you can choose to use only one. You can save him twice. Works pretty good with Suicide Attack
Andrew Parks 14385652

BeastRabban wrote:

I have a couple of questions related to the card Conditional Surrender.

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your [Crew] Upgrades to cancel the attack. You must have at least 1 [Crew] Upgrade on your ship in order to use this ability."

1. If I use conditional surrender to cancel an attack can the attack be redirected to a different target?

My thought on 1 is that the attack can not be redirected. If an attack is cancelled then it is cancelled period. It would be like a missfire or systems failure in the attack.

I have a couple of follow on questions regards this card's interaction with secondary weapons.

Barrage of Fire: "ATTACK. Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxillary Power Token beside both ships."

2. If the BoF Attack is cancelled is the Attacker still required to:

2a. Discard BoF,
2b. The assisting ship can not make a normal attack, and
2c. Both ships get an Auxillary Power Token?

My thought on 2 is yes because the cancellation happens before dice are rolled which indicates that the pre-requisite discarding / no attack / and Auxillary Power Tokens to enable the attack still occur.

3. likewise with other secondary weapons such as Torpedos (Pick a flavour) would the discarding of the target lock and disabling of the secondary weapon still occur?

Edit: I am asking these questions because they either have or will likely come up during games. i have my thoughts but I would prefer an official ruling, I wouldn't want to short change some one during an event.





1. No, it can't be redirected.

2. Yes to all

3. Yes
dc0nklin 14387208

Andrew Parks wrote:

BeastRabban wrote:



Barrage of Fire: "ATTACK. Discard this card to perform this attack. Target 1 friendly ship within Range 1 of your ship. Target ship may not make a normal attack this round. Instead, add the Primary Weapon value of that ship to your attack roll for this attack. Both ships must have the enemy ship within their forward firing arcs. Place an Auxillary Power Token beside both ships."

2. If the BoF Attack is cancelled is the Attacker still required to:

2a. Discard BoF,
2b. The assisting ship can not make a normal attack, and
2c. Both ships get an Auxillary Power Token?

My thought on 2 is yes because the cancellation happens before dice are rolled which indicates that the pre-requisite discarding / no attack / and Auxillary Power Tokens to enable the attack still occur.

3. likewise with other secondary weapons such as Torpedos (Pick a flavour) would the discarding of the target lock and disabling of the secondary weapon still occur?

Edit: I am asking these questions because they either have or will likely come up during games. i have my thoughts but I would prefer an official ruling, I wouldn't want to short change some one during an event.






2. Yes to all

3. Yes


I thought these had been asked and answered the other way previously...oh well. Will, can you add this to the http://boardgamegeek.com/wiki/page/STAW%3ABarrage_of_Fire# page as this seems very important for Romulans.
delta_angelfire 14387708
done and done! btw, if you ever want to link to a page in the wiki, I put instructions in the announcement thread. All you have to do is put STAW: and the card name, then close it in double brackets! [ [ ] ]

STAW:Barrage of Fire
Magentawolf 14387943

delta_angelfire wrote:

done and done! btw, if you ever want to link to a page in the wiki, I put instructions in the announcement thread. All you have to do is put STAW: and the card name, then close it in double brackets! [ [ ] ]

STAW:Barrage of Fire


That Stunned Helmsman ruling still bothers me... That ship isn't rolling any attack dice in the first place.
lonegofyer 14388393
I see, so in this case. If you have 5 resources on your sideboard. only one may come off each round. Not one per ship?
Magentawolf 14388561

lonegofyer wrote:

I see, so in this case. If you have 5 resources on your sideboard. only one may come off each round. Not one per ship?


Correct. The Sideboard resource may only be accessed once per round, even if you have multiple ships.
lonegofyer 14388849
Thanks for the info guys! Certainly clarifies the matter =). Much appreciated.
Andrew Parks 14390037
FYI: Based on player feedback, Chris and I have discussed the interaction of the Rav Laerst and Synon, and we have concluded that the Rav Laerst's restriction "forbids" the Rav Laerst to use anything but a 1 Straight template when performing a Sensor Echo with its special ability, and according the rules on page 18, that would not allow the Rav Laerst to benefit from Synon.

We've updated the front page of the FAQ with this ruling.

Thanks!

Andrew
koku_ryu 14395986
Does the scan action given by the Romulan Pilot count for reducing the attack dice of Cloaked Mines?
delta_angelfire 14396138
STAW:Cloaked Mines
no, because it is not a "Scan Action", it just gives a scan token.
SaxCarr 14396180
This came up in a game last night, but never ended up needing a ruling at the time (the play chose to do something else), still it begs a clarification.

What happened: A player wanted to use Barrage of Fire, but both the ships involved (the Barrager and the targeted friendly ship) had just performed red "come about" maneuvers and had Aux Power tokens. Obviously the secondary attack was legal because it wasn't an action, but it would have given both ships a SECOND aux power token. We all know that you can by some combinations of effects get two tokens... but can you bring them on yourself? Which is to say if you can't take two red maneuvers in a row, can you take a red maneuver and then an action to gain an Aux token?

Also we did rule that in that case you have to take TWO green maneuvers to clear both Tokens... is that correct?

I'm not sure if any card text is needed here other then mentioning that the BOF gives both ships an Aux Power token, but I'm happy to fetch the text if you like.
SaxCarr 14396193
Oh also Andrew Parks, thank you for doing this for most of this year... cheers this NYE, we'll raise a glass to you at our party for being the most responsive game designer around!



also... the game is good.
MattHawke 14396473

SaxCarr wrote:

We all know that you can by some combinations of effects get two tokens... but can you bring them on yourself?


Yes, you can.

Which is to say if you can't take two red maneuvers in a row, can you take a red maneuver and then an action to gain an Aux token?


In this sentence though, you say "then an action..." but keep in mind you can't "perform an action" in game terms. Your Barrage of Fire example is valid because it is an attack that's triggering the secondary token, but your ship cannot take any Actions. I think you meant that, but just clarifying.

Also we did rule that in that case you have to take TWO green maneuvers to clear both Tokens... is that correct?


Correct. Page 19 of the rules says "remove one auxiliary token."
Andrew Parks 14397475

SaxCarr wrote:

Oh also Andrew Parks, thank you for doing this for most of this year... cheers this NYE, we'll raise a glass to you at our party for being the most responsive game designer around!



also... the game is good.


Thanks, Sax! Happy New Year to you also!

And Matt Hawke's responses to your questions are correct.

Andrew
Church14 14397647
So there are a couple of ways for ships to get multiple scan tokens. Can a ship with multiple scan tokens use multiple cards that trigger off of scan tokens?

Example:
A ship has Spock and Dimitri Valtane. During a turn, this ship somehow gets two scan tokens. Can Spock trigger off of the first and Dimitri off of the second scan token?

The ruling (pg22 of rulebook) is this:
"Only one upgrade card on each ship can trigger its ability from the same token during the same round"

This reads to me like it would be legal to use two upgrade cards where each one triggers off of a different scan token. I haven't been able to find an answer for this. Maybe I'm just using the wrong terms.
Chance Gardener 14397650
OP 6 questions regarding the NOR class station.

OP rules state that the station's secondary weapons aren't in effect for the OP. But that is for an uncontrolled station.

If part of my build is to equip the Reinforcements Sideboard and I take Quantum Torpedoes as my sideboard weapon resource, can I equip that onto DS9 if I have control of the station?
And if so equipped, can I then use them to fire from the pylons or hub?

Same question for A/M mines. Would I be able to equip the station with the A/M mines and if so, can I then deploy it from either the pylon or hub?

Finally, for purposes of the cloaked minefield, does the station act as a 'ship' for mine laying restriction purposes? Or simply as an obstacle?
In other words, can I place cloaked mines closer than Range 2?
delta_angelfire 14398518

Church14 wrote:

The ruling (pg22 of rulebook) is this:
"Only one upgrade card on each ship can trigger its ability from the same token during the same round"

This reads to me like it would be legal to use two upgrade cards where each one triggers off of a different scan token. I haven't been able to find an answer for this. Maybe I'm just using the wrong terms.


As long as each has a separate token, you can activte multiple abilities that require a [scan]. http://boardgamegeek.com/article/13882695#13882695

Chance Gardener wrote:

OP 6 questions regarding the NOR class station.

OP rules state that the station's secondary weapons aren't in effect for the OP. But that is for an uncontrolled station.

If part of my build is to equip the Reinforcements Sideboard and I take Quantum Torpedoes as my sideboard weapon resource, can I equip that onto DS9 if I have control of the station?
And if so equipped, can I then use them to fire from the pylons or hub?

Same question for A/M mines. Would I be able to equip the station with the A/M mines and if so, can I then deploy it from either the pylon or hub?

Finally, for purposes of the cloaked minefield, does the station act as a 'ship' for mine laying restriction purposes? Or simply as an obstacle?
In other words, can I place cloaked mines closer than Range 2?


You cannot use the stations with the sideboard resource. The only actions a station that is temporarily under your control can take are those listed in the rules: TL, Battsltations, and Scan.

DS9 has no rear firing arcs, it can never deploy mines even if you equipped it with them.

DS9 counts as a ship for the purposes of cloaked mines.

All these questions are answered in the first post of this thread under "space stations" and "OP1". (except for the firing arc one, but that is referenced here STAW:Deep Space 9 )
swingk2121 14400024
Happy New Years Eve,

Ultritium Explosives requires you to discard a crew upgrade to inflict a crit against the target ship can you use Joachim as the crew to discard and still use his ability?

Ultritium Explosives - Action: If your ship is not cloaked, disable all of your remaining shields and target a ship at range 1-2 that is not claimed and has no active shields. Discard this card and 1 of your crew upgrades to inflict a crit against the target ship.


Joachim - Each time you inflict a crit on an enemy ship's hull, you may draw 2 damage cards (instead of 1) and choose which one to place beside the enemy's ship card, discard the unused damage card.
Magentawolf 14400068

swingk2121 wrote:

Happy New Years Eve,

Ultritium Explosives requires you to discard a crew upgrade to inflict a crit against the target ship can you use Joachim as the crew to discard and still use his ability?

Ultritium Explosives - Action: If your ship is not cloaked, disable all of your remaining shields and target a ship at range 1-2 that is not claimed and has no active shields. Discard this card and 1 of your crew upgrades to inflict a crit against the target ship.


Joachim - Each time you inflict a crit on an enemy ship's hull, you may draw 2 damage cards (instead of 1) and choose which one to place beside the enemy's ship card, discard the unused damage card.


You must discard Joachim in order to deal the crit, therefore he is already gone before the critical is dealt and will not trigger.
swingk2121 14400102

Magentawolf wrote:

swingk2121 wrote:

Happy New Years Eve,

Ultritium Explosives requires you to discard a crew upgrade to inflict a crit against the target ship can you use Joachim as the crew to discard and still use his ability?

Ultritium Explosives - Action: If your ship is not cloaked, disable all of your remaining shields and target a ship at range 1-2 that is not claimed and has no active shields. Discard this card and 1 of your crew upgrades to inflict a crit against the target ship.


Joachim - Each time you inflict a crit on an enemy ship's hull, you may draw 2 damage cards (instead of 1) and choose which one to place beside the enemy's ship card, discard the unused damage card.


You must discard Joachim in order to deal the crit, therefore he is already gone before the critical is dealt and will not trigger.


That's what I figured, but I wanted to try to make the RIS Vo useful. It's so sad to see Wiz Kids Games waste a release of a ship on the crap they put on that ship. I guess Massacre is useful but will be the only reason anyone ever buys the ship.
TomTheCPA 14400184
Captain and/or crew beams over to DS9 ...

assume it's Kirk, or Picard, or another captain with an elite talent upgrade ...

does the elite talent "go" with the captain to DS9? or does it "stay" on a ship (which presumably then cannot use it as that ship is now treated as having a skill rank 1 captain)?

Thx and Happy New Year!
Tom

Part 2 - flagship with Elite Talent, captain without ... captain beams over, same question - does the captain still "have" the elite talent or is it "left" with the flagship? (in this case, the flagship presumably COULD use the elite talent, regardless of the skill rating of the "replacement" captain).
delta_angelfire 14400563
The Talent should stay with the ship. If you have more talents than talent slots, you can only activate as many talents as you have slots for in the course of a turn, but you don't have to declare which talents are "active"
http://boardgamegeek.com/article/14328042#14328042
TomTheCPA 14402985

delta_angelfire wrote:

The Talent should stay with the ship. If you have more talents than talent slots, you can only activate as many talents as you have slots for in the course of a turn, but you don't have to declare which talents are "active"
http://boardgamegeek.com/article/14328042#14328042


So, Gul Dukat has an elite talent slot and let's assume he has "I Stab At Thee".

He beams over to DS9.

I Stab At Thee stays on the ship.

The "replacement captain" on the ship is skill 1, obviously doesn't have an Elite Talent slot, so that talent then sits there on the ship, not able to be activated.

But if the ship was a flagship with an ET slot of its own, the replacement captain _could_ then use I Stab At Thee, yes?

Thx all,
Tom

kemikos 14403078

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?
Chance Gardener 14403210

delta_angelfire wrote:



Chance Gardener wrote:

OP 6 questions regarding the NOR class station.

OP rules state that the station's secondary weapons aren't in effect for the OP. But that is for an uncontrolled station.

If part of my build is to equip the Reinforcements Sideboard and I take Quantum Torpedoes as my sideboard weapon resource, can I equip that onto DS9 if I have control of the station?
And if so equipped, can I then use them to fire from the pylons or hub?

Same question for A/M mines. Would I be able to equip the station with the A/M mines and if so, can I then deploy it from either the pylon or hub?

Finally, for purposes of the cloaked minefield, does the station act as a 'ship' for mine laying restriction purposes? Or simply as an obstacle?
In other words, can I place cloaked mines closer than Range 2?


You cannot use the stations with the sideboard resource. The only actions a station that is temporarily under your control can take are those listed in the rules: TL, Battsltations, and Scan.

DS9 has no rear firing arcs, it can never deploy mines even if you equipped it with them.

DS9 counts as a ship for the purposes of cloaked mines.

All these questions are answered in the first post of this thread under "space stations" and "OP1". (except for the firing arc one, but that is referenced here STAWeep Space 9 )


Actually, all these questions weren't addressed yet on pg 1
Please quit dismissing posters questions. I've seen more foolish questions asked by others and they were respected.

Since Andrew thumbed up the answer on the sideboard question, my other questions are automatically addressed.
As for referencing OP 1 rules for OP 6 I think enough rules lawyers would
argue different events have different rules.

I appreciate the reply and the answers but can do without the public rebuke.
Feel free to rebuke me in private; I may learn something of use from it.
El_Tonio 14403284
I have a couple of more antimatter mines questions. I did a search and could not find the answers. Sorry if i just missed them somehow.

1. If you drop an antimatter mine directly on two ships at the same time (because they are close together), do you get to roll the attack dice against both ships? Seems the answer should be yes given how they work in general, but I wanted to double check to be safe.

2. Can antimatter mine tokens overlap? For example, if I have two ships with antimatter mines, can I drop them both so that there is some overlap?

3. If the answer to question 2 is yes, if a ship crosses the overlapping part of two antimatter mines tokens, do you roll two/both attacks against that ship?

4. Assuming the answer to all of the above is yes, if I have two ships with antimatter mines and they drop them so they overlap with two enemy ships in such a way that both mines overlap both ships, that would mean I would get to attack each ship twice, correct?
delta_angelfire 14403361
STAW:Antimatter_Mines

1. yes
2. yes
3. They are treated as obstacles on once on the board. Normally if you would pass through multiple obstacles in a turn you would take damage for each, however the similar Cloaked Mines was ruled differently. This would have to wait for Andrew.

4. yes
El_Tonio 14403534
Thanks Will! Great link that I had not seen before. I think number 1 needs to be added to that page as it is not explicitly addressed there and it seems very important.

Looking forward to the answer to #3.

It would also be great if some earlier questions could be added to this link.

Andrew Parks wrote:

El_Tonio wrote:

Some questions about antimatter mines.

1. I know you must drop so at least part of the template is within range 1 of the attacking ship. But, it does not actually have a range limit printed on the card. So, if you drop it so that it is partially within range 1 of your ship but actually hits a ship at range 2, can you use the following flagship ability?

"All other friendly ships within range 1 of your flagship gain +1 attack when attacking at range 2-3."


2. I know battle stations does not work (too bad!). But, does Boheeka's ability work? Seems like it might since it is a passive ability (i.e., you don't actually have to spend the token to use it).

"If your ship has a battle station token besides it when you attack, you may convert 1 blank result into one hit result."


3. How does interphase generator work with antimatter mines? IPG says, "when defending while you are cloaked..." AMM says "the affected ship does not roll any defense dice." But, AMM never mentions the defending ship (and it is not really defending in any meaningful way).


4. How does AMM work with other ships and crew that let you reroll attack dice. I know target lock can't be used, but what about the Ch'Tang's ability (and similar abilities) which reads:

"If you initiate an attack while cloaked, you may choose any number of your attack dice ad re-roll them once." Again, this seems passive and like it should be allowed.



These answers are obviously geared toward dropping the Mines on top of someone, not if they just run into the mines.

1. Yes

2. Yes

3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.

4. Ch'Tang and similar abilities work.


Is this something I can do, or is it something only certain people should do? Thanks again! Tony




swingk2121 14403535

delta_angelfire wrote:

STAW:Antimatter_Mines

1. yes
2. yes
3. They are treated as obstacles on once on the board. Normally if you would pass through multiple obstacles in a turn you would take damage for each, however the similar Cloaked Mines was ruled differently. This would have to wait for Andrew.

4. yes


I remember reading a response from Andrew that if the mine tokens overlap they are considered one minefield, but don't remember if the was for cloaked mines or antimatter mines.
Andrew Parks 14404010

TomTheCPA wrote:

delta_angelfire wrote:

The Talent should stay with the ship. If you have more talents than talent slots, you can only activate as many talents as you have slots for in the course of a turn, but you don't have to declare which talents are "active"
http://boardgamegeek.com/article/14328042#14328042


So, Gul Dukat has an elite talent slot and let's assume he has "I Stab At Thee".

He beams over to DS9.

I Stab At Thee stays on the ship.

The "replacement captain" on the ship is skill 1, obviously doesn't have an Elite Talent slot, so that talent then sits there on the ship, not able to be activated.

But if the ship was a flagship with an ET slot of its own, the replacement captain _could_ then use I Stab At Thee, yes?

Thx all,
Tom



EDIT: Not correct, since the "replacement captain" is not an actual card and therefore doesn't synch up with the Elite Talent Icon on the Flagship.
Andrew Parks 14404019

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.
Andrew Parks 14404056

El_Tonio wrote:

I have a couple of more antimatter mines questions. I did a search and could not find the answers. Sorry if i just missed them somehow.

1. If you drop an antimatter mine directly on two ships at the same time (because they are close together), do you get to roll the attack dice against both ships? Seems the answer should be yes given how they work in general, but I wanted to double check to be safe.

2. Can antimatter mine tokens overlap? For example, if I have two ships with antimatter mines, can I drop them both so that there is some overlap?

3. If the answer to question 2 is yes, if a ship crosses the overlapping part of two antimatter mines tokens, do you roll two/both attacks against that ship?

4. Assuming the answer to all of the above is yes, if I have two ships with antimatter mines and they drop them so they overlap with two enemy ships in such a way that both mines overlap both ships, that would mean I would get to attack each ship twice, correct?


Although you can overlap two Antimatter Minefield Tokens for greater coverage, the effect would be similar to that of overlapping Cloaked Mines. The two Minefield Tokens would effectively represent one large Minefield and would only be able to inflict their damage one time to a single ship.

However, if you are able to drop two Minefields on one ship in a way that the two Minefields do not overlap, then the ship would be damaged twice.
El_Tonio 14404197
Thanks Andrew. This helps with 2-4, but this part of the answer makes me less sure of #1 (emphasis added):

Andrew Parks wrote:

The two Minefield Tokens would effectively represent one large Minefield and would only be able to inflict their damage one time to a single ship.


Can you explicitly confirm the following... If you drop one antirmatter mines on two ships at the same time, do you get to roll the attack against both ships (or, do you just get a single attack against the ship of your choice).

As always, thanks for your help (especially on New Years Day).

Happy New Year Everyone!
swingk2121 14404303

El_Tonio wrote:

Thanks Andrew. This helps with 2-4, but this part of the answer makes me less sure of #1 (emphasis added):

Andrew Parks wrote:

The two Minefield Tokens would effectively represent one large Minefield and would only be able to inflict their damage one time to a single ship.


Can you explicitly confirm the following... If you drop one antirmatter mines on two ships at the same time, do you get to roll the attack against both ships (or, do you just get a single attack against the ship of your choice).

As always, thanks for your help (especially on New Years Day).

Happy New Year Everyone!


When dropping the mines if the overlap both ships would suffer the attack in order chosen by the attacker.

And if two ships each lay antimatter mines that end up overlapping they still perform the attack that turn, however based on Andrews ruling they wouldn't count at separate mine fields and would only count as one attack for later rounds.
Chance Gardener 14404452
Montgomery Scott's text:

ACTION: Disable 2 of your Shields in order to gain +2 attack dice this round
-OR-
Repair 1 Shield Token and reduce your total attack dice by 2 this round.

Can you use Scotty to repair the shields on DS9?
Andrew Parks 14404503

El_Tonio wrote:

Thanks Andrew. This helps with 2-4, but this part of the answer makes me less sure of #1 (emphasis added):

Andrew Parks wrote:

The two Minefield Tokens would effectively represent one large Minefield and would only be able to inflict their damage one time to a single ship.


Can you explicitly confirm the following... If you drop one antirmatter mines on two ships at the same time, do you get to roll the attack against both ships (or, do you just get a single attack against the ship of your choice).

As always, thanks for your help (especially on New Years Day).

Happy New Year Everyone!


Yes, you can damage two different ships with the same Minefield Token. What I meant was that two overlapping Minefield Tokens could only inflict damage to the same ship one time.

Andrew
Andrew Parks 14404530

Chance Gardener wrote:

Montgomery Scott's text:

ACTION: Disable 2 of your Shields in order to gain +2 attack dice this round
-OR-
Repair 1 Shield Token and reduce your total attack dice by 2 this round.

Can you use Scotty to repair the shields on DS9?


During OP 1 & OP 6, none of the Away Team members can use their text (see the FAQ for OP 1).

Outside of OP 1 & OP 6: yes, Scotty can use his abilities if he is a Crew Upgrade on DS9.
FortuneFavorTheBold 14407666
Does deploying Antimatter Mines force the ship using them to flip a cloak token next to the ship to the red side? If so, does this happen even if the mines are not being dropped on the ship?

"ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."

I figure the answer is "yes" either way because of the "ATTACK: ..." bit at the beginning of the card's text but wanted to double check for something, and since until recently not many ships with rear arcs could cloak it hasn't been asked.
---
Does using Superior Intellect on a disabled Upgrade clear the Disabled Token from the Upgrade?

"ACTION: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 faceup Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restriction."
---
Are disabled Upgrades eligible to be discarded through the use of other effects? Examples include using Ultritium Explosives with a disabled Crew Upgrade, or Conditional Surrender.

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability."

Ultritium Explosives: "ACTION: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard this card and 1 of your (Crew) Upgrades to inflict 1 (Critical Hit) against the target ship."
---
Thanks for all the help, Andrew! We appreciate it.
Andrew Parks 14407910

FortuneFavorTheBold wrote:

Does deploying Antimatter Mines force the ship using them to flip a cloak token next to the ship to the red side? If so, does this happen even if the mines are not being dropped on the ship?

"ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."

I figure the answer is "yes" either way because of the "ATTACK: ..." bit at the beginning of the card's text but wanted to double check for something, and since until recently not many ships with rear arcs could cloak it hasn't been asked.
---
Does using Superior Intellect on a disabled Upgrade clear the Disabled Token from the Upgrade?

"ACTION: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 faceup Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restriction."
---
Are disabled Upgrades eligible to be discarded through the use of other effects? Examples include using Ultritium Explosives with a disabled Crew Upgrade, or Conditional Surrender.

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability."

Ultritium Explosives: "ACTION: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard this card and 1 of your (Crew) Upgrades to inflict 1 (Critical Hit) against the target ship."
---
Thanks for all the help, Andrew! We appreciate it.


1. Yes

2. No

3. Yes
delta_angelfire 14408021
One of my teammates pulled the craziest shenanigans on me today. I know it doesn't work but I just need to find out how many ways it doesn't work.

Flagship - "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

1a) Can this extra maneuver be given to someone who hasn't moved yet this round?
1b) This follows the usual restrictions of "after you move" correct? i.e. even if the ship moves again due to romulan pilot, you don't activate it again. (I know it doesn't work but for some reason I couldn't find it on the front page of the faq).

2) Can you activate 2 different romulan pilots on the same ship in the same turn? (I swear this was asked somewhere but I can't find the answer now).

Cochrane Deceleration Maneuver "Action: If you performed a (1 forward) Maneuver this round, discard this Upgrade to Come About (reverse direction). Place an Auxiliary Power Token beside your ship."

3a) Can you perform a 1 [forward], do another movement (like from In'Cha or Romulan pilot) and then activate Cochrane Deceleration Manever after that?
3b) Can you activate CDM later in a turn with an effect like "Martok"?

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

OP Tournament standing: There is some small contention that would be helpful with official ruling (if you can't give it, you'd know who could as the venue won't change it unless it's "official"):

5a) Admiral for a tournament is determined by Who won the tournament the previous month, or by currnet Cumulative Battle Points for the entire storyline OP?
5b) Winning the DS9 at the end of OP6 is determined by Cumulative Battle Points for the entire storyline OP, or only considers who wins OP6?
FortuneFavorTheBold 14408164

delta_angelfire wrote:

One of my teammates pulled the craziest shenanigans on me today. I know it doesn't work but I just need to find out how many ways it doesn't work.

Flagship - "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

1a) Can this extra maneuver be given to someone who hasn't moved yet this round?
1b) This follows the usual restrictions of "after you move" correct? i.e. even if the ship moves again due to romulan pilot, you don't activate it again. (I know it doesn't work but for some reason I couldn't find it on the front page of the faq).

2) Can you activate 2 different romulan pilots on the same ship in the same turn? (I swear this was asked somewhere but I can't find the answer now).

Cochrane Deceleration Maneuver "Action: If you performed a (1 forward) Maneuver this round, discard this Upgrade to Come About (reverse direction). Place an Auxiliary Power Token beside your ship."

3a) Can you perform a 1 [forward], do another movement (like from In'Cha or Romulan pilot) and then activate Cochrane Deceleration Manever after that?
3b) Can you activate CDM later in a turn with an effect like "Martok"?

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

OP Tournament standing: There is some small contention that would be helpful with official ruling (if you can't give it, you'd know who could as the venue won't change it unless it's "official"):

5a) Admiral for a tournament is determined by Who won the tournament the previous month, or by currnet Cumulative Battle Points for the entire storyline OP?
5b) Winning the DS9 at the end of OP6 is determined by Cumulative Battle Points for the entire storyline OP, or only considers who wins OP6?


In regards to the multiple Romulan Pilots, even though they are distinct, generic crew upgrades, you can't use the same Action twice in one round. So I could see using two on consecutive rounds being allowed, but not in the same activation.

As soon as a ship base touches the outside of the play area, I believe it is considered to have left the field of play. The point at which you would check if it has left the play area would be immediately after the maneuver is completed in the movement step.

Insofar as CDM is concerned, I imagine that the intent is that the most recent maneuver performed this round is a 1 forward when you use the upgrade, although as to whether it may activate after some upgrade that allows an additional maneuver like In'Cha or Romulan Pilot I am not sure about.
Andrew Parks 14408182

delta_angelfire wrote:

One of my teammates pulled the craziest shenanigans on me today. I know it doesn't work but I just need to find out how many ways it doesn't work.

Flagship - "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

1a) Can this extra maneuver be given to someone who hasn't moved yet this round?
1b) This follows the usual restrictions of "after you move" correct? i.e. even if the ship moves again due to romulan pilot, you don't activate it again. (I know it doesn't work but for some reason I couldn't find it on the front page of the faq).

2) Can you activate 2 different romulan pilots on the same ship in the same turn? (I swear this was asked somewhere but I can't find the answer now).

Cochrane Deceleration Maneuver "Action: If you performed a (1 forward) Maneuver this round, discard this Upgrade to Come About (reverse direction). Place an Auxiliary Power Token beside your ship."

3a) Can you perform a 1 [forward], do another movement (like from In'Cha or Romulan pilot) and then activate Cochrane Deceleration Manever after that?
3b) Can you activate CDM later in a turn with an effect like "Martok"?

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

OP Tournament standing: There is some small contention that would be helpful with official ruling (if you can't give it, you'd know who could as the venue won't change it unless it's "official"):

5a) Admiral for a tournament is determined by Who won the tournament the previous month, or by currnet Cumulative Battle Points for the entire storyline OP?
5b) Winning the DS9 at the end of OP6 is determined by Cumulative Battle Points for the entire storyline OP, or only considers who wins OP6?


1a) Yes

1b) Each ship only becomes active once per round.

2) No, it is considered a "free Action" and you can't perform the same Action on the same ship twice in the same round.

3a) Yes
3b) Yes

4) Whenever your movement ends outside the play area, you are destroyed. Sensor Echo cannot save you.

5a) My understanding is that the Admiral is determined by who won the previous tournament.

5b) Again, it is my understanding that DS9 is won by the player with the most cumulative Battle Points at that venue after all 6 tournaments.

Andrew
Magentawolf 14409719
Regarding #2 above - You're saying that 'place a scan token beside your ship as a free action' (irregardless of source) counts as a distinct action that cannot be repeated?

Personally, I would have overruled it on an order of operations basis; once you've finished resolving the initial Romulan Pilot, it's too late to trigger a second one.
swingk2121 14409723

Andrew Parks wrote:

delta_angelfire wrote:


3a) Can you perform a 1 [forward], do another movement (like from In'Cha or Romulan pilot) and then activate Cochrane Deceleration Manever after that?
3b) Can you activate CDM later in a turn with an effect like "Martok"


1a) Yes

1b) Each ship only becomes active once per round.

2) No, it is considered a "free Action" and you can't perform the same Action on the same ship twice in the same round.

3a) Yes
3b) Yes

4) Whenever your movement ends outside the play area, you are destroyed. Sensor Echo cannot save you.

5a) My understanding is that the Admiral is determined by who won the previous tournament.

5b) Again, it is my understanding that DS9 is won by the player with the most cumulative Battle Points at that venue after all 6 tournaments.

Andrew


Question Andrew,

At our play group we were informed by our OP Judge that it was ruled Martok (lvl 8) could only use his ability to allow a ship to perform another action from the ship bar. After this ruling I thought to go look, and can't find it.

My question is can Martok allow a ship with a lower captain skill to perform any free action (i.e. Cochrane Deceleration Manever) or does he only allow actions from the ships action bar?
Magentawolf 14409736

swingk2121 wrote:


Question Andrew,

At our play group we were informed by our OP Judge that it was ruled Martok (lvl 8) could only use his ability to allow a ship to perform another action from the ship bar. After this ruling I thought to go look, and can't find it.

My question is can Martok allow a ship with a lower captain skill to perform any free action (i.e. Cochrane Deceleration Manever) or does he only allow actions from the ships action bar?


Martok merely says 'perform a free action'; he does not provide any limitations on what type of action it is.
kemikos 14410531

Andrew Parks wrote:

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.


Thank you for the answer. Follow up question: Once you control it, is it considered a "friendly ship"? In other words, does it interact with cards like STAW:Barrage of Fire or STAW:Mirok?

If so, let's say you used the station as the "helper" ship in a Barrage. Since the hub and pylons are treated as distinct "ships" for attacking purposes (as each one gets its own firing arc and attack), would you be able to fire with the hub/pylons that didn't participate in the Barrage, or would the Barrage's effect prevent the entire station from firing that round?

Thanks again!
delta_angelfire 14410879

Andrew Parks wrote:

TomTheCPA wrote:

delta_angelfire wrote:

The Talent should stay with the ship. If you have more talents than talent slots, you can only activate as many talents as you have slots for in the course of a turn, but you don't have to declare which talents are "active"
http://boardgamegeek.com/article/14328042#14328042


So, Gul Dukat has an elite talent slot and let's assume he has "I Stab At Thee".

He beams over to DS9.

I Stab At Thee stays on the ship.

The "replacement captain" on the ship is skill 1, obviously doesn't have an Elite Talent slot, so that talent then sits there on the ship, not able to be activated.

But if the ship was a flagship with an ET slot of its own, the replacement captain _could_ then use I Stab At Thee, yes?

Thx all,
Tom



Correct.


Hey Andrew, just wanted to confirm this ruling. The Action in OP1 and OP6 that beams away team members to DS9 reads as such:

ACTION: If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and/or any number of your [Crew]
Upgrades of your choice...

By the letter of the rules your captain card is "disabled" (and then you get the extra 1 skill "no name captain" like you do whenever a captain gets disabled) would you still be able to use talents?
rangarth 14410898
On a DS9 side note...if I built DS9 with barrage of fire can it combine the center with a pylon for its two ships?
snaggit 14411566

Andrew Parks wrote:


11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.


in specific the last part of the answer regarding admirals order "united force"

by my understanding if I take a Koranak and independent flagship(reverse romulon side) and add khan (reliant edition) I am still considered to be a "pure fleet" for the additional 10 sp's from untied force

is this correct?
Magentawolf 14411644

snaggit wrote:

Andrew Parks wrote:


11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.


in specific the last part of the answer regarding admirals order "united force"

by my understanding if I take a Koranak and independent flagship(reverse romulon side) and add khan (reliant edition) I am still considered to be a "pure fleet" for the additional 10 sp's from untied force

is this correct?


That's exactly what it says, yes.
snaggit 14411879

Magentawolf wrote:

snaggit wrote:

Andrew Parks wrote:


11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.


in specific the last part of the answer regarding admirals order "united force"

by my understanding if I take a Koranak and independent flagship(reverse romulon side) and add khan (reliant edition) I am still considered to be a "pure fleet" for the additional 10 sp's from untied force

is this correct?


That's exactly what it says, yes.


Sweet!
General_Drazz 14412792
In regards to DS9 in Month 1 and 6. Are the crew that are used as a boarding party considered on DS9? I ask this in regards to using Klag/Parem/Follower of Khan/Bochra.

ACTION: If your ship is not cloaked, disable your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Discard Klag and one [CREW] upgrade of your choice on the target ship.


Can Klag be used to remove a crew from DS9, thus (if it is the only one on there) making it Neutral again.

Clarification is requested, as the crew card (Used in the boarding party) stays on the ship, and only has a disabled token placed upon it.
delta_angelfire 14412844

General_Drazz wrote:

In regards to DS9 in Month 1 and 6. Are the crew that are used as a boarding party considered on DS9? I ask this in regards to using Klag/Parem/Follower of Khan/Bochra.

ACTION: If your ship is not cloaked, disable your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Discard Klag and one [CREW] upgrade of your choice on the target ship.


Can Klag be used to remove a crew from DS9, thus (if it is the only one on there) making it Neutral again.

Clarification is requested, as the crew card (Used in the boarding party) stays on the ship, and only has a disabled token placed upon it.


as per the rules for OP6, you cannot affect an away team with effects like klag, bochra, etc.

"Away Team Captain and [Crew] Upgrade Cards cannot be targeted by any other cards or effects from any ships"
General_Drazz 14412910

delta_angelfire wrote:

General_Drazz wrote:

In regards to DS9 in Month 1 and 6. Are the crew that are used as a boarding party considered on DS9? I ask this in regards to using Klag/Parem/Follower of Khan/Bochra.

ACTION: If your ship is not cloaked, disable your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Discard Klag and one [CREW] upgrade of your choice on the target ship.


Can Klag be used to remove a crew from DS9, thus (if it is the only one on there) making it Neutral again.

Clarification is requested, as the crew card (Used in the boarding party) stays on the ship, and only has a disabled token placed upon it.


as per the rules for OP6, you cannot affect an away team with effects like klag, bochra, etc.

"Away Team Captain and [Crew] Upgrade Cards cannot be targeted by any other cards or effects from any ships"


Doh. Maybe I should learn to read.
Chance Gardener 14412962
But you can beam over a Klingon boarding party and have them fight it out hand to hand.

It's been done before.

http://youtu.be/lYePPtRE9eQ?t=3m45s
delta_angelfire 14413018
Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. I f you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

1) This is considered an "attack" correct? (it uses the word attack in the description, and would follow generally the same rules as "suicide attack" barring the defense dice)

2) Do you roll one less attack die if attacking the STAW:I.K.S. Maht-H`A at range 1?

1) Can this effect be modified by "Drex" or "Mr Spock" to turn [battle stations] into hits?

2) If you roll a [battle stations] and then change it into a [hit] or [crit], do you still get a [battle stations] token?

3) If you set a die to [battle stations] with the admiral's order token to choose the result of a red die -without rolling-, do you still get a battlestations token?
Andrew Parks 14414111

Magentawolf wrote:

Regarding #2 above - You're saying that 'place a scan token beside your ship as a free action' (irregardless of source) counts as a distinct action that cannot be repeated?


In this case, specifically both Romulan Pilots are performing the same exact Action, so that is the basis of the ruling. If another card ever emerges that does a similar action, we'll have to revisit this.
swingk2121 14414120

Magentawolf wrote:

swingk2121 wrote:


Question Andrew,

At our play group we were informed by our OP Judge that it was ruled Martok (lvl 8) could only use his ability to allow a ship to perform another action from the ship bar. After this ruling I thought to go look, and can't find it.

My question is can Martok allow a ship with a lower captain skill to perform any free action (i.e. Cochrane Deceleration Manever) or does he only allow actions from the ships action bar?


Martok merely says 'perform a free action'; he does not provide any limitations on what type of action it is.


It would be great if Andrew could make this ruling as it was an OP Judges ruling.
Andrew Parks 14414142

kemikos wrote:

Andrew Parks wrote:

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.


Thank you for the answer. Follow up question: Once you control it, is it considered a "friendly ship"? In other words, does it interact with cards like STAW:Barrage of Fire or STAW:Mirok?

If so, let's say you used the station as the "helper" ship in a Barrage. Since the hub and pylons are treated as distinct "ships" for attacking purposes (as each one gets its own firing arc and attack), would you be able to fire with the hub/pylons that didn't participate in the Barrage, or would the Barrage's effect prevent the entire station from firing that round?

Thanks again!


Yes, it would be considered a friendly ship. If you use DS9 to assist Barrage, DS9 cannot fire at all that round.
Andrew Parks 14414181

delta_angelfire wrote:

Andrew Parks wrote:

TomTheCPA wrote:

delta_angelfire wrote:

The Talent should stay with the ship. If you have more talents than talent slots, you can only activate as many talents as you have slots for in the course of a turn, but you don't have to declare which talents are "active"
http://boardgamegeek.com/article/14328042#14328042


So, Gul Dukat has an elite talent slot and let's assume he has "I Stab At Thee".

He beams over to DS9.

I Stab At Thee stays on the ship.

The "replacement captain" on the ship is skill 1, obviously doesn't have an Elite Talent slot, so that talent then sits there on the ship, not able to be activated.

But if the ship was a flagship with an ET slot of its own, the replacement captain _could_ then use I Stab At Thee, yes?

Thx all,
Tom



Correct.


Hey Andrew, just wanted to confirm this ruling. The Action in OP1 and OP6 that beams away team members to DS9 reads as such:

ACTION: If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and/or any number of your [Crew]
Upgrades of your choice...

By the letter of the rules your captain card is "disabled" (and then you get the extra 1 skill "no name captain" like you do whenever a captain gets disabled) would you still be able to use talents?


You are correct, Will. I was thinking of the rule for a generic Captain on a Flagship with an Elite Talent Icon.

For OP6, the "replacement Captain" is not a card and therefore does not synch up with the Flagship's Elite Talent icon. I will correct this in the earlier post.
Andrew Parks 14414230

rangarth wrote:

On a DS9 side note...if I built DS9 with barrage of fire can it combine the center with a pylon for its two ships?


No, you would need to have a completely separate ship to use Barrage. Although each pylon counts as a ship for firing/overlap purposes, all the pylons are part of the same overall ship.
Andrew Parks 14414371

delta_angelfire wrote:

Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. I f you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

1) This is considered an "attack" correct? (it uses the word attack in the description, and would follow generally the same rules as "suicide attack" barring the defense dice)

2) Do you roll one less attack die if attacking the STAW:I.K.S. Maht-H`A at range 1?

3) Can this effect be modified by "Drex" or "Mr Spock" to turn [battle stations] into hits?

4) If you roll a [battle stations] and then change it into a [hit] or [crit], do you still get a [battle stations] token?

5) If you set a die to [battle stations] with the admiral's order token to choose the result of a red die -without rolling-, do you still get a battlestations token?


Consider this to be very similar in nature to Suicide Attack. With that in mind:

1) Yes.

2) Yes

3) Yes

4) You can't use a Battle Stations Token for this since it doesn't follow the normal Combat sequence.

5) Do you mean the Command Token that sets the die? If so, then yes, setting a die would still activate this effect.
Andrew Parks 14414394

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:


Question Andrew,

At our play group we were informed by our OP Judge that it was ruled Martok (lvl 8) could only use his ability to allow a ship to perform another action from the ship bar. After this ruling I thought to go look, and can't find it.

My question is can Martok allow a ship with a lower captain skill to perform any free action (i.e. Cochrane Deceleration Manever) or does he only allow actions from the ships action bar?


Martok merely says 'perform a free action'; he does not provide any limitations on what type of action it is.


It would be great if Andrew could make this ruling as it was an OP Judges ruling.


Martok has always allowed the target ship to perform any Action.
davedujour 14414425

Andrew Parks wrote:

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:


Question Andrew,

At our play group we were informed by our OP Judge that it was ruled Martok (lvl 8) could only use his ability to allow a ship to perform another action from the ship bar. After this ruling I thought to go look, and can't find it.

My question is can Martok allow a ship with a lower captain skill to perform any free action (i.e. Cochrane Deceleration Manever) or does he only allow actions from the ships action bar?


Martok merely says 'perform a free action'; he does not provide any limitations on what type of action it is.


It would be great if Andrew could make this ruling as it was an OP Judges ruling.


Martok has always allowed the target ship to perform any Action.


Which is why he's better than Picard.
delta_angelfire 14414690

Andrew Parks wrote:

delta_angelfire wrote:

Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. I f you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

3) Can this effect be modified by "Drex" or "Mr Spock" to turn [battle stations] into hits?

4) If you roll a [battle stations] and then change it into a [hit] or [crit], do you still get a [battle stations] token?



3) Yes

4) You can't use a Battle Stations Token for this since it doesn't follow the normal Combat sequence.


for number 4, I'm referring to the part of his ability where if you "rolled" a battlestations, you get a battlestations token. If I roll a batttlestations symbol, then change it to a crit because of Drex, I still technically "rolled" a battlestations that turn. I'm assuming I don't because I wouldn't have a battle stations in the end result, but it is still worded differently than the inflicting damage just a sentence earlier.



Andrew Parks 14414912

delta_angelfire wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. I f you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

3) Can this effect be modified by "Drex" or "Mr Spock" to turn [battle stations] into hits?

4) If you roll a [battle stations] and then change it into a [hit] or [crit], do you still get a [battle stations] token?



3) Yes

4) You can't use a Battle Stations Token for this since it doesn't follow the normal Combat sequence.


for number 4, I'm referring to the part of his ability where if you "rolled" a battlestations, you get a battlestations token. If I roll a batttlestations symbol, then change it to a crit because of Drex, I still technically "rolled" a battlestations that turn. I'm assuming I don't because I wouldn't have a battle stations in the end result, but it is still worded differently than the inflicting damage just a sentence earlier.



In this case (using Drex to convert the Battle Stations), you would still get the Battle Stations token. Basically, as soon as you roll the Battle Stations result, you get the token. What you do with the die roll afterwards does not affect this.
SaxCarr 14415486
I just searched the FAQ and I can't believe this hasn't be addressed yet, maybe I missed it...

With the Ferengi Missile Launcher:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead

Would effects like Donatra add to the attack dice you roll? I'm concerned about the phrase "roll 2 dice" which seems immutable.
swingk2121 14415730

SaxCarr wrote:

I just searched the FAQ and I can't believe this hasn't be addressed yet, maybe I missed it...

With the Ferengi Missile Launcher:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead

Would effects like Donatra add to the attack dice you roll? I'm concerned about the phrase "roll 2 dice" which seems immutable.


Yes, captains like Donatra, Gowron, and Martok all could add 1 dice to either attack. Since Donatra doesn't say round you would add 1 attack dice to each of the 2 attacks.
koku_ryu 14415742
sorry if this has been asked before, but I couldn't find it if it has.

How is the United Force Admirals order scored? do the 10 points go on the ship, or is it like the reinforcements sideboard, with those extra points not existing for scoring purposes?

United Force
"During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these Upgrades between Battle Rounds of a tournament."
XanderF 14415881
Just to verify - the Ferengi EM Pulse:

Action: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.


...this is NOT an 'attack', correct? So it does not flip a cloak token to red?
koku_ryu 14415975
Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

If I was also able to perform Genlons action and a battle stations action in the same turn(with free action shenanigans), this would get me a total of 2 battle stations tokens, one from Genlon, and one from the basic action, correct?

Also, do attack die modifiers (Donatra, for example) affect Genlons ability?
BeastRabban 14416262

kemikos wrote:

Andrew Parks wrote:

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.


Thank you for the answer. Follow up question: Once you control it, is it considered a "friendly ship"? In other words, does it interact with cards like STAW:Barrage of Fire or STAW:Mirok?

If so, let's say you used the station as the "helper" ship in a Barrage. Since the hub and pylons are treated as distinct "ships" for attacking purposes (as each one gets its own firing arc and attack), would you be able to fire with the hub/pylons that didn't participate in the Barrage, or would the Barrage's effect prevent the entire station from firing that round?

Thanks again!


This is not an answer to your question and I have no idea on the pilons shooting as separate ships but if you ever put an auxillary power token on DS9 it will never do an action again as there is no way to remove it .... no green movement.
Andrew Parks 14416285

koku_ryu wrote:

sorry if this has been asked before, but I couldn't find it if it has.

How is the United Force Admirals order scored? do the 10 points go on the ship, or is it like the reinforcements sideboard, with those extra points not existing for scoring purposes?

United Force
"During Set Up, you may spend an additional 10 SP on Upgrades, as long as each Upgrade is deployed to a ship of its own Faction. You cannot change these Upgrades between Battle Rounds of a tournament."


The extra 10 points do not exist for scoring purposes.
Andrew Parks 14416289

XanderF wrote:

Just to verify - the Ferengi EM Pulse:

Action: Disable this card to target a ship at Range 1-2 that is not in your forward firing arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.


...this is NOT an 'attack', correct? So it does not flip a cloak token to red?


Correct, this is not an attack.
Andrew Parks 14416298

koku_ryu wrote:

Gelnon
Dominion Captain
Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship.

If I was also able to perform Genlons action and a battle stations action in the same turn(with free action shenanigans), this would get me a total of 2 battle stations tokens, one from Genlon, and one from the basic action, correct?

Also, do attack die modifiers (Donatra, for example) affect Genlons ability?


Yes, you'd have two Battlestations Tokens in this case.

Yes, card text abilities affect Gelnon. Range modifiers do not.
swingk2121 14416310

BeastRabban wrote:

kemikos wrote:

Andrew Parks wrote:

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.


Thank you for the answer. Follow up question: Once you control it, is it considered a "friendly ship"? In other words, does it interact with cards like STAW:Barrage of Fire or STAW:Mirok?

If so, let's say you used the station as the "helper" ship in a Barrage. Since the hub and pylons are treated as distinct "ships" for attacking purposes (as each one gets its own firing arc and attack), would you be able to fire with the hub/pylons that didn't participate in the Barrage, or would the Barrage's effect prevent the entire station from firing that round?

Thanks again!


this is not an answer to your question and I have no idea on the pilons shooting as separate ships but if you ever put an auxillary power token on DS9 it will never do an action again as there is no way to remove it .... no green movement.


DS9 is a station and it has been ruled that stations remove one token on their turn (ie muon, energy dampening, and aux)
Andrew Parks 14416312

BeastRabban wrote:

kemikos wrote:

Andrew Parks wrote:

kemikos wrote:

delta_angelfire wrote:


DS9 counts as a ship for the purposes of cloaked mines.



The FAQ just says it counts as a ship for card text; the question is, does it count as an "enemy ship"?

When it's under enemy control, sure, I expect it would be. When uncontrolled, I could see it going either way; it's technically "neutral", but since it would fire at either player, it could be considered "enemy" to both, just as the OWP's were.

How about once you're in control of it? Does it still count as an "enemy ship" then?


DS9 is an "enemy ship" unless you are controlling it.


Thank you for the answer. Follow up question: Once you control it, is it considered a "friendly ship"? In other words, does it interact with cards like STAW:Barrage of Fire or STAW:Mirok?

If so, let's say you used the station as the "helper" ship in a Barrage. Since the hub and pylons are treated as distinct "ships" for attacking purposes (as each one gets its own firing arc and attack), would you be able to fire with the hub/pylons that didn't participate in the Barrage, or would the Barrage's effect prevent the entire station from firing that round?

Thanks again!


This is not an answer to your question and I have no idea on the pilons shooting as separate ships but if you ever put an auxillary power token on DS9 it will never do an action again as there is no way to remove it .... no green movement.


See the FAQ in the new section titled "Space Stations & Stationary Platforms".
BeastRabban 14417726
I was wondering how that problem would be overcome.
delta_angelfire 14421810
Navigational Deflector: When taking damage, you may discard this card to cancel 1 [Hit] result.
If the damage if from a minefield or an obstacle, disable this card instead of discarding it. If you disable this card you may roll defense dice against obstacles or minefields

How long do you get to roll defense against obstacles or minefields? One Attack, One Round, Forever?

Does it have to prevent damage with it before you can disable it for its defense dice ability? It sounds like you cant roll defense dice against the damage that triggers this ability the first time.
SteRT 14422375
I read it as you could either keep it enabled and disable it to prevent 1 normal damage from a minefield OR disable the card voluntarily to be able to roll defence dice against damage from mines.

Yours sounds more correct though. I think it would have to prevent the damage first and then you leave it disabled to allow defence dice against minefields.
Andrew Parks 14422376

delta_angelfire wrote:

Navigational Deflector: When taking damage, you may discard this card to cancel 1 [Hit] result.
If the damage if from a minefield or an obstacle, disable this card instead of discarding it. If you disable this card you may roll defense dice against obstacles or minefields

How long do you get to roll defense against obstacles or minefields? One Attack, One Round, Forever?

Does it have to prevent damage with it before you can disable it for its defense dice ability? It sounds like you cant roll defense dice against the damage that triggers this ability the first time.


I'll be adding this card to the FAQ later today.

Here is the sequence:

Ship hits Minefield (or gets Antimatter Mines dropped on top of it).

Minefield owner rolls attack dice.

Victim can disable Navigational Deflector to cancel 1 hit and roll defense dice against the remainder. No bonus dice for Cloak unless being used during the Combat Phase.

Afterwards, the Navigational Deflector goes offline until the Disabled Token is removed.
SaxCarr 14424928
There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.
davedujour 14425078

SaxCarr wrote:

There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.


If you have an Aux Token next to your ship you can't take any Actions.

Therefore, using cards that came in the starter set, Engage and Picard. You have to Move, then use Picard's ability, then perform the Engage Action and get an Aux Token. If you did Move, Engage - get Aux Token, Picard isn't allowed to do anything.
SaxCarr 14425148

davedujour wrote:

SaxCarr wrote:

There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.


If you have an Aux Token next to your ship you can't take any Actions.

Therefore, using cards that came in the starter set, Engage and Picard. You have to Move, then use Picard's ability, then perform the Engage Action and get an Aux Token. If you did Move, Engage - get Aux Token, Picard isn't allowed to do anything.


I always assumed your ships primary action came first... and as Picards action is a free action wouldn't it HAVE to be second? Or can Picard give a ship an action (from its action bar) before it takes its regular turn action (Engage). And how does this play against actions called "Second Actions".
davedujour 14425173

SaxCarr wrote:

davedujour wrote:

SaxCarr wrote:

There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.


If you have an Aux Token next to your ship you can't take any Actions.

Therefore, using cards that came in the starter set, Engage and Picard. You have to Move, then use Picard's ability, then perform the Engage Action and get an Aux Token. If you did Move, Engage - get Aux Token, Picard isn't allowed to do anything.


I always assumed your ships primary action came first... and as Picards action is a free action wouldn't it HAVE to be second? Or can Picard give a ship an action (from its action bar) before it takes its regular turn action (Engage). And how does this play against actions called "Second Actions".


You can do the Actions in any order you choose. The main limitation is you can't do the same Action twice. Sometimes an Action must be the "2nd Action" (one of the Flagship abilities). Actions must be taken after Movement, unless otherwise stated (like with Martok8).
swingk2121 14425528

SaxCarr wrote:

davedujour wrote:

SaxCarr wrote:

There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.


If you have an Aux Token next to your ship you can't take any Actions.

Therefore, using cards that came in the starter set, Engage and Picard. You have to Move, then use Picard's ability, then perform the Engage Action and get an Aux Token. If you did Move, Engage - get Aux Token, Picard isn't allowed to do anything.


I always assumed your ships primary action came first... and as Picards action is a free action wouldn't it HAVE to be second? Or can Picard give a ship an action (from its action bar) before it takes its regular turn action (Engage). And how does this play against actions called "Second Actions".


Actions are taken in order of players choice.
H00D4M4N 14428145

SaxCarr wrote:

davedujour wrote:

SaxCarr wrote:

There are a few actions in the upcoming set that add Aux-Power tokens to your ship. (There may be some already I'm just not thinking about...)

So if you use an action to get whatever ability or benefit and it gives you an Aux Token can you then not take any free actions after that because the Aux Token turns the rest of your actions off?

Or can you sneak out all your actions (because you started your action phase without the token) then then have the token to remove the next turn?

I'm not 100% clear I am explaining this question well... but there you go.


If you have an Aux Token next to your ship you can't take any Actions.

Therefore, using cards that came in the starter set, Engage and Picard. You have to Move, then use Picard's ability, then perform the Engage Action and get an Aux Token. If you did Move, Engage - get Aux Token, Picard isn't allowed to do anything.


I always assumed your ships primary action came first... and as Picards action is a free action wouldn't it HAVE to be second? Or can Picard give a ship an action (from its action bar) before it takes its regular turn action (Engage). And how does this play against actions called "Second Actions".


You can take your actions in any order of your choosing, so you can use Picard first if you wish.

For your second question, if you're referring to the flagship that grants a "second action", it doesn't work with Picard because after he takes his action and his ship's action, this would be his third action, so no go.
swingk2121 14432388
Question about the new Romulan Commander ability


Seeing as his ability allows him to attack before all other ships, if he were to destroy a ship with a higher ranking captain would that captain still get the rule book ability where if captains are of the same skill level they can return an attack even if destroy. It seems as though this rule wouldn't apply as they aren't the same level.
Ender02 14432630
Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.
paulsk 14433017

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.
H00D4M4N 14433050

swingk2121 wrote:

Question about the new Romulan Commander ability


Seeing as his ability allows him to attack before all other ships, if he were to destroy a ship with a higher ranking captain would that captain still get the rule book ability where if captains are of the same skill level they can return an attack even if destroy. It seems as though this rule wouldn't apply as they aren't the same level.


Simultaneous Attack stipulates captains of the same skill level and this guy attacks before everyone.
mrfantastical 14435954
So I have a question that I haven't been able to find an answer with.

If I use the koranak ability to attack 2 different ships, and I have barrage of fire, can I use it in place of one of those attacks?

Thanks.
delta_angelfire 14436251
no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.
Patrick McDonald 14438132
While reading the text of Strike Force I was concerned about how it functions.

"You may only deploy this Order if your fleet includes exactly 2 Ships."

That part is easy enough,

"While the Strike Force Order is a part of your fleet:"

Why is the word "While" here? If your fleet is two ships and one gets destroyed, then does the Strike Force cease to be used?

I know the first part refers to deploying, but why put while in the second line if it can't be stopped or removed some how?
Andrew Parks 14438186

Patrick McDonald wrote:

While reading the text of Strike Force I was concerned about how it functions.

"You may only deploy this Order if your fleet includes exactly 2 Ships."

That part is easy enough,

"While the Strike Force Order is a part of your fleet:"

Why is the word "While" here? If your fleet is two ships and one gets destroyed, then does the Strike Force cease to be used?

I know the first part refers to deploying, but why put while in the second line if it can't be stopped or removed some how?


Strike Force remains in effect if one of your ships is destroyed.

The wording allows for the possibility of Admiral's Orders to be cancelled, although nothing in the game yet exists that can do so.
mrfantastical 14441552

delta_angelfire wrote:

no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.


The question I have is that koranak gives you permission to fire your primary weapon at 2 ships. The rulebook states when attack you can either fire your primary weapon or a secondary weapon.

I just wanted make sure that this is a correct.
Ender02 14441734

mrfantastical wrote:

delta_angelfire wrote:

no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.


The question I have is that koranak gives you permission to fire your primary weapon at 2 ships. The rulebook states when attack you can either fire your primary weapon or a secondary weapon.

I just wanted make sure that this is a correct.


Correct, you can fire your primary OR secondary weapons when you make an attack. If you choose to use your Primary weapon, then you can choose to attack 2 targets as per the Koranak's special rule (since it has to be a primary weapon attack).
Xerxies 14442122
For the united force admiral orders, can you spend your 10 points on a flagship resource? Is the definition of an upgrade any of the cards based on your tool bar, therefore the answer is no, or as it's the only resource so far which is assigned to a ship so counts as an upgrade too?
XanderF 14442212

H00D4M4N wrote:

swingk2121 wrote:

Question about the new Romulan Commander ability


Seeing as his ability allows him to attack before all other ships, if he were to destroy a ship with a higher ranking captain would that captain still get the rule book ability where if captains are of the same skill level they can return an attack even if destroy. It seems as though this rule wouldn't apply as they aren't the same level.


Simultaneous Attack stipulates captains of the same skill level and this guy attacks before everyone.


Huh, I see Andrew thumbed this answer.

That...does make this guy a touch more valuable than I otherwise would have seen. Still not sure he is enough to displace Picard in events that allow mixed-fleets...or even Toreth, really...but he's a fair sight better than Jarok for a skill-7 Romulan.

Cool!
Andrew Parks 14442240

Xerxies wrote:

For the united force admiral orders, can you spend your 10 points on a flagship resource? Is the definition of an upgrade any of the cards based on your tool bar, therefore the answer is no, or as it's the only resource so far which is assigned to a ship so counts as an upgrade too?


No. A Resource is not an Upgrade.
Pappystein 14442390
OP tournament and a Tie.

How are ties handled in game rounds for an OP tournament? My Last OP we had a complete tie with no ships destroyed at the end of the game time (1hr.)

One player used a "Discard to perform action" card and the other player had damage done to one of their ships hulls but all ships were at full shields at the end of the match.

Should there be additional time awarded or should there be some sort of point setup for a dead heat tie?

Thanks in Advance!
XanderF 14442623
Searched the FAQ and Wiki, and didn't find an answer to this...

The rulebook (pg 11) gives the process for sensor echo as:
A ship cannot perform a Senso Echo if this would cause its base to overlap another ship or similar obstruction. The player may measure to see if his ship can perform a Sensor Echo before committing to this action; he may even test both the [1 forward] and [2 forward] Maneuver Templates when making this determination. However, once he physically picks his ship off the playing surface, he must commit to the Sensor Echo Action unless doing so proves to be impossible without overlapping another ship or obstruction.


...question is...what if, on picking up the ship and attempting to place it down, one finds that - in fact - it CANNOT be placed at the end of the '1' or '2' templates in that direction, after all? IE., pre-measured, decided to give it a try, turns out it wasn't possible.

I've seen a few different rulings on this:

- Once the ship is picked up "sensor echo" is committed, so if the ship cannot move to one side without collision, it must echo to the other side.

- If the ship plans a "sensor echo", picks up and attempts to move the mini, but can't...he committed to a "sensor echo" as his action, but can't actually do it, so stays where he was and loses his action for that turn (he committed to an action he can't take)

- If the ship turns out to be unable do a "sensor echo" it wanted to do (with either the '1' or '2' templates), it just doesn't do a sensor echo, and chooses another action, instead.

...which of these is correct? (Or is there another interpretation of this that should be read as the correct one?)
kemikos 14443989

Pappystein wrote:

OP tournament and a Tie.

How are ties handled in game rounds for an OP tournament? My Last OP we had a complete tie with no ships destroyed at the end of the game time (1hr.)

One player used a "Discard to perform action" card and the other player had damage done to one of their ships hulls but all ships were at full shields at the end of the match.

Should there be additional time awarded or should there be some sort of point setup for a dead heat tie?

Thanks in Advance!


No, there is always a winner and a loser at the end of each round of an OP event, and Fleet Points are only awarded for ships destroyed. In the case of a match where neither player destroys any of the opponent's ships, the final Fleet score would be 0-0. From page 4 of each month's Special Rules:

BREAKING TIES: If there is a tie between 2 or more players’
Battle and Fleet Points at the end of any Battle Round, the tie
will be broken by a roll off. Each player rolls 5 attack dice and
the player with the most [Battle Stations] results is the winner.



http://wizkidsgames.com/wp-content/uploads/2013/07/71258-Tou...
Andrew Parks 14445159

XanderF wrote:

Searched the FAQ and Wiki, and didn't find an answer to this...

The rulebook (pg 11) gives the process for sensor echo as:
A ship cannot perform a Senso Echo if this would cause its base to overlap another ship or similar obstruction. The player may measure to see if his ship can perform a Sensor Echo before committing to this action; he may even test both the [1 forward] and [2 forward] Maneuver Templates when making this determination. However, once he physically picks his ship off the playing surface, he must commit to the Sensor Echo Action unless doing so proves to be impossible without overlapping another ship or obstruction.


...question is...what if, on picking up the ship and attempting to place it down, one finds that - in fact - it CANNOT be placed at the end of the '1' or '2' templates in that direction, after all? IE., pre-measured, decided to give it a try, turns out it wasn't possible.

I've seen a few different rulings on this:

- Once the ship is picked up "sensor echo" is committed, so if the ship cannot move to one side without collision, it must echo to the other side.

- If the ship plans a "sensor echo", picks up and attempts to move the mini, but can't...he committed to a "sensor echo" as his action, but can't actually do it, so stays where he was and loses his action for that turn (he committed to an action he can't take)

- If the ship turns out to be unable do a "sensor echo" it wanted to do (with either the '1' or '2' templates), it just doesn't do a sensor echo, and chooses another action, instead.

...which of these is correct? (Or is there another interpretation of this that should be read as the correct one?)


In general, if it is an honest mistake, the player should just perform another action instead.

If the TO feels there are some shenanigans involved, he or she is free to rule otherwise.
Chainsawhand 14446295
I haven't seen this answer anywhere yet, and it came up in my last game.

If I overlap more than one ship with my suiciding ship, do I

1) Roll 8 dice for each ship I overlap?
or
2) Roll 8 dice one time and apply the results to each ship?
or
3) Roll 8 dice only against the first ship I overlap?

Personally I would say 1 or 2. If I can get multiple ships with that short movement through good positioning, I should be able to damage them all. (I got 3 under my base)
kemikos 14446475

Chainsawhand wrote:

I haven't seen this answer anywhere yet, and it came up in my last game.

If I overlap more than one ship with my suiciding ship, do I

1) Roll 8 dice for each ship I overlap?
or
2) Roll 8 dice one time and apply the results to each ship?
or
3) Roll 8 dice only against the first ship I overlap?

Personally I would say 1 or 2. If I can get multiple ships with that short movement through good positioning, I should be able to damage them all. (I got 3 under my base)


Page 25 of this thread:

Andrew Parks wrote:

delta_angelfire wrote:

delta_angelfire wrote:

For Suicide Attack,

1. If you use suicide attack and overlap more than one enemy ship, can you roll the suicide attack dice more than once? Or do you have to choose a single enemy ship to hit? Is there a choice of what to hit at all or do you HAVE to hit the first ship you'd encounter?

2. By the same note, if you survive your own suicide attack with cheat death, where does your ship end up? still overlapping, or would it follow the regular movement rules and end up touching the first ship it encountered?



I think my questions got lost in the flood of other questions :-j


1. You only roll the attack dice against the first ship you encounter.

2. Pull it back as per the normal overlapping rules.


Der Kaiser 14448677
The rule for "Unique Names" on page 21 of the rulebook states "a single player cannot field two or more cards that share the same unique name". I would assume that this does not appy to "Valdore" (captain) and "I.R.W. Valdore" (ship), right?
Kengi 14448720

Der Kaiser wrote:

The rule for "Unique Names" on page 21 of the rulebook states "a single player cannot field two or more cards that share the same unique name". I would assume that this does not appy to "Valdore" (captain) and "I.R.W. Valdore" (ship), right?


Those aren't the same name, as one has "I.R.W." in it.
Patrick McDonald 14449560

delta_angelfire wrote:

no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.


So how about if you have another ship using BoF, the Koranak is the helping ship, the Koranak is the Flagship. Does the +1 to primary weapon add into the BoF?

Then if it does, why couldn't you use the Koranak card text to split fire if you have a scan token?

It is in deed using the primary weapon of the target ship and marking that ship as having fired.
Magentawolf 14450451

Patrick McDonald wrote:

delta_angelfire wrote:

no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.


So how about if you have another ship using BoF, the Koranak is the helping ship, the Koranak is the Flagship. Does the +1 to primary weapon add into the BoF?

Then if it does, why couldn't you use the Koranak card text to split fire if you have a scan token?

It is in deed using the primary weapon of the target ship and marking that ship as having fired.


If the Koronak is the Flagship, and is assisting, then it would add (5+1) to the BoF ship because the Flagship adds to the printed primary weapon value.

The Koronak may not use its split-fire ability, because while it is considered to have attacked, it is not actually attacking; the BoF ship is.
swingk2121 14452172

Magentawolf wrote:

Patrick McDonald wrote:

delta_angelfire wrote:

no, the STAW:Koranak specifically says these two attacks use its primary weapon. Barrage of Fire (and every weapon upgrade) is a secondary weapon.


So how about if you have another ship using BoF, the Koranak is the helping ship, the Koranak is the Flagship. Does the +1 to primary weapon add into the BoF?

Then if it does, why couldn't you use the Koranak card text to split fire if you have a scan token?

It is in deed using the primary weapon of the target ship and marking that ship as having fired.


If the Koronak is the Flagship, and is assisting, then it would add (5+1) to the BoF ship because the Flagship adds to the printed primary weapon value.

The Koronak may not use its split-fire ability, because while it is considered to have attacked, it is not actually attacking; the BoF ship is.


The main reason the Koranak could not fire is the barrage of fire says the helping ship does not get a normal attack this turn, now it was ruled something like counter attack could be used to allow it to return an attack during the round, because that is not considered a normal attack.
Chainsawhand 14455168
Thanks.
BSRoberto11 14458401
When using the United Force Admiral Order,and Thot Gor or Pike

1) During Set Up, you may spend an additional 10 SP on upgrades, as long as each Upgrade is applied to a ship of its own Faction. You cannot change these Upgrades between Battle Rounds of a Tournament.

When you put these upgrades on a ship whose captain is Thot Gor(all weapon upgrades cost -1 SP) or Pike(All Crew Upgrades cost -1 SP) do the captains apply their discount to the upgrades if they are going to there ship.

Ex. Can I purchase Photon Torpedo at 4 points, Photon Torpedo at 4 points and Dorsal Weapon Array at 2 points to a ship with Thot Gor as the captain.

Or Photon Torpedo at 5 points, and Photon Torpedo at 5 points to a ship with Thot Gor as the captain.
delta_angelfire 14458929

BSRoberto11 wrote:

When using the United Force Admiral Order,and Thot Gor or Pike

1) During Set Up, you may spend an additional 10 SP on upgrades, as long as each Upgrade is applied to a ship of its own Faction. You cannot change these Upgrades between Battle Rounds of a Tournament.

When you put these upgrades on a ship whose captain is Thot Gor(all weapon upgrades cost -1 SP) or Pike(All Crew Upgrades cost -1 SP) do the captains apply their discount to the upgrades if they are going to there ship.

Ex. Can I purchase Photon Torpedo at 4 points, Photon Torpedo at 4 points and Dorsal Weapon Array at 2 points to a ship with Thot Gor as the captain.

Or Photon Torpedo at 5 points, and Photon Torpedo at 5 points to a ship with Thot Gor as the captain.


Point cost reductions like STAW:Christopher Pike do apply when calculating how many points an upgrade will cost against special effects like STAW:United Force

http://boardgamegeek.com/article/14313662#14313662
snaggit 14460171
if I put 2 stab at thee's on a single captain when his ship dies do both trigger?
Andrew Parks 14460237

snaggit wrote:

if I put 2 stab at thee's on a single captain when his ship dies do both trigger?


Yes.
koku_ryu 14460482
I'm certain this was asked before, but I can't seem to find it.

What happens when a PDT or OWP (from OP4 or 5) receives an Energy Dampening Token, or something similar?

Does it follow the rules for space stations and just remove it during the activation phase, or does it keep the token, effectively locking it out of the game?
SteRT 14460569

koku_ryu wrote:

I'm certain this was asked before, but I can't seem to find it.

What happens when a PDT or OWP (from OP4 or 5) receives an Energy Dampening Token, or something similar?

Does it follow the rules for space stations and just remove it during the activation phase, or does it keep the token, effectively locking it out of the game?


It's on the first page under the Space Stations and Stationary Platforms section point 6.

It removes it during the activation phase.
Big_Lou 14460970
Wouldn't this be a case of two cards triggering off the same event? I thought only one card could trigger off a single event.
delta_angelfire 14461395
Two effects cannot trigger off the same -token- (like [battle stations] or [scan], rulebook pg22). That is different. The same event can trigger as many things as possible (Like using Cheat Death and I Stab at Thee at the same time, they both have the same trigger as well).
Rune Stonegrinder 14461509
I hope this wasn't asked already this thread is huge. I know the Independant flagship does not incure an extra point for use on any faction However, do the independant flagships count as out of faction for the purpose of Unitied Force?
zathras23 14461548
We had a situation come up in a tournament and I couldn't find an answer here to resolve it. We had two ships where one was at range 1 if you measured closest point to closest point but out of the firing arc. It was at range 2 if you measured closest point to closest point within it's firing arc. My question is when measuring range for weapons fire do you use the range measured closest point to closest point even if it's out of the firing arc or the range measured in arc? I argued that you should use the range in arc but the TO disagreed (I don't think it would have mattered all that much....my opponent would have still killed my ship at range 2...Kirk and Picard have a tendency to do that sort of thing ).
swingk2121 14461598

Rune Stonegrinder wrote:

I hope this wasn't asked already this thread is huge. I know the Independant flagship does not incure an extra point for use on any faction However, do the independant flagships count as out of faction for the purpose of Unitied Force?


Using an independent flagship counts as in faction as it creates a ship with duel factions. This is currently the only way to get an independent faction ship for personalities like Khan.


Here is a quote from page 1 under resources
11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.
Magentawolf 14461759

zathras23 wrote:

We had a situation come up in a tournament and I couldn't find an answer here to resolve it. We had two ships where one was at range 1 if you measured closest point to closest point but out of the firing arc. It was at range 2 if you measured closest point to closest point within it's firing arc. My question is when measuring range for weapons fire do you use the range measured closest point to closest point even if it's out of the firing arc or the range measured in arc? I argued that you should use the range in arc but the TO disagreed (I don't think it would have mattered all that much....my opponent would have still killed my ship at range 2...Kirk and Picard have a tendency to do that sort of thing ).


The rules say range is determined by the closest point of the attacking ship, measured to the closest point of the defending ship that is within the firing arc. (Pg. 13)

If you had a 180 degree firing arc, you could theoretically be at an angle where the closest point of the attacking ship is not actually in arc...

So, technically the TO was correct, but I'd give it a good argument.
swingk2121 14461773

zathras23 wrote:

We had a situation come up in a tournament and I couldn't find an answer here to resolve it. We had two ships where one was at range 1 if you measured closest point to closest point but out of the firing arc. It was at range 2 if you measured closest point to closest point within it's firing arc. My question is when measuring range for weapons fire do you use the range measured closest point to closest point even if it's out of the firing arc or the range measured in arc? I argued that you should use the range in arc but the TO disagreed (I don't think it would have mattered all that much....my opponent would have still killed my ship at range 2...Kirk and Picard have a tendency to do that sort of thing ).



page 13 of rule book under Range

To measure place the range 1 end of the range ruler so that is touches the closest part of the attacker's base. Then point the range ruler toward the closest part of the target's ship base that is inside the attacker's firing arc. The lowest section (1, 2, or 3) of the ruler that overlaps the target ship's base is considered the range between the ships.


So to answer your question the rulebook basically states that you must measure in "attacker's firing arc" and when attacking range is determined by closest point to closest point within that firing arc. This would usually mean one of the corners of the attacking ship firing arc and then aiming the ruler at the closest point of enemy ship within arc, and then reading range.
FortuneFavorTheBold 14461925
1) If an Upgrade card attached to a ship is face down via some effect (like Kirk), is it a valid target for assigning Disabled tokens, such as Miles O'Brien or Klingon Boarding Party?

2) If Kirk is Disabled, are any of his face down Elite Talents forcibly revealed?

3a) If Kirk is pulled off of a ship via Reinforcements Sideboard, are any of his ship's face down Elite Talents forcibly revealed?

3b) If another captain with an Elite Talent replaces Kirk, do the Talents remain face down, or are they revealed?

Klingon Boarding Party: "Action: If your ship is not Cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard this card to disable all Upgrades and remove all [BATTLESTATIONS] Tokens on the target ship."

Miles O'Brien: "Action: Discard this card to disable any 1 Upgrade on another ship at Range 1-3. This ability may be used against a ship that is Cloaked."

James T. Kirk: "Any Federation (Talent) Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside his card. Each Upgrade remains face down until you decide to use it, and then it is turned face up for the rest of the game."
SaxCarr 14464209
So this one is a little complex, so please bare we me…

Recently I've been seeing a lot of talk about how dice can typically only be re-rolled one time. I.E. after the first re-roll they are normally locked. This all comes from text on page 14 of the rule book as follows:

"A die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says a die can be re-rolled more then once."

I have always taken this to be the standard game "boiler plate" that means you can't say use the same Target Lock to re-roll dice over and over until you get a perfect result. Just like in the same paragraph is specifies that once you re-roll a die you must accept the new result, which is kind of a "duh" thing to point out, but every game has to, just in the same way it suggests here that if you can "re-roll as many dice as you want" from a roll this doesn't mean the same die more then once.

However it seems in the forums this has taken to meaning that even if two effects would apply to the same roll they can't both cause re-rolls. So for example:

---

If a Romulan player had the Romulan Flagship (on whatever) which gives attack re-rolls to the rest of your fleet, and his other ship was the named Aj'Rmr with its named ability (Each time you attack, you may re-roll 1 of your attack dice for every damage card assigned to your ship.) and it had some damage on it… it couldn't reroll dice more then once (from the two effects).

Or another example:

If you're firing against a Klingon ship with Koloth as its captain, and he used his ability (Each time an enemy ship attacks you, you may force that ship to re-roll 1 attack die of your choice.) to make one of your dice a miss… you couldn't then re-re-roll that die as part of your re-roll from say a discarded Target Lock.

---

I suppose I'm not necessarily married to either ruling on this, but it seems that if two unrelated effects both grant re-rolls it stands logically they should both work, and the rules on Page 14 are simply there to help new players not exploit one re-roll effect into dozens of re-rolls or whatever.

It does seem to be something we should be 100% clear on, as the amount of offensive and defensive re-roll effect are starting to pile up.

So while I am at it, here are two more questions (I'll start on #2 as I guess this was all a big question #1) -

#2: When does the re-roll effect of a dropped Target Lock take effect? I think we all tend to do it right after we fire (which I guess feels organic or something) but should it be held to the "attacker modifies dice" step, which is after the "defender modifies dice" step, or is it out on its own?

#3: As the defender modifies dice first, lets return to our example with Koloth (Each time an enemy ship attacks you, you may force that ship to re-roll 1 attack die of your choice.) Lets say you attack his ship and roll NO hits. As the defender Koloth's player has no real target for his effect… THEN you use a re-roll (lets just say from the Romulan Flagship for this example) and you end up with a few hits… the chance to re-roll a die for the defender has passed, so he wouldn't be able to then use his ability… is my interpretation… is that correct?

#3B: And on that subject… lets say you are shooting against the Defiant (When defending, convert all your opponent's [crit] results into [hit] results.) and you roll poorly, including no critical hits… as the defender modifies dice first, the Defiant's ability would trigger, THEN you would re-roll your attack dice (if you could by some effect) and if you then rolled critical hits the Defiant would be screwed yes?

I guess that's all I got. Sorry for the giant giant post. Just trying to really get a grip on the rules (both as a player and a sometimes judge of smaller casual events). Hope this all made some sense.
davedujour 14464337
#1 Each individual die can only be rerolled once. So in your example, say the Aj'rmr rolls 4 attack dice with results of crit battlestations, battlestations, miss. Koloth can make the Aj'rmr to reroll the crit die (defender modifies dice first) and it comes up a miss. The Aj'rmr can reroll the other 3 dice and accept those results. But that crit that became a miss can't be rolled again.

#2 That Target Lock reroll happens during the "attacker modifies dice" step. So if the attack roll is particularly good you don't have to spend the Target Lock. It also means the attacker must choose to use the Target Lock or not for a reroll before the defender rolls any dice. This can be advantageous for the defender.

#3 Correct. The defender has already had his chance to modify the dice and has passed. He can no longer affect those dice.

#3B Yes, same as #3.
H00D4M4N 14464435

SaxCarr wrote:

So this one is a little complex, so please bare we me…

Recently I've been seeing a lot of talk about how dice can typically only be re-rolled one time. I.E. after the first re-roll they are normally locked. This all comes from text on page 14 of the rule book as follows:

"A die that has already been re-rolled cannot be re-rolled again during this attack unless a card effect specifically says a die can be re-rolled more then once."

I have always taken this to be the standard game "boiler plate" that means you can't say use the same Target Lock to re-roll dice over and over until you get a perfect result. Just like in the same paragraph is specifies that once you re-roll a die you must accept the new result, which is kind of a "duh" thing to point out, but every game has to, just in the same way it suggests here that if you can "re-roll as many dice as you want" from a roll this doesn't mean the same die more then once.

However it seems in the forums this has taken to meaning that even if two effects would apply to the same roll they can't both cause re-rolls. So for example:

---

If a Romulan player had the Romulan Flagship (on whatever) which gives attack re-rolls to the rest of your fleet, and his other ship was the named Aj'Rmr with its named ability (Each time you attack, you may re-roll 1 of your attack dice for every damage card assigned to your ship.) and it had some damage on it… it couldn't reroll dice more then once (from the two effects).

Or another example:

If you're firing against a Klingon ship with Koloth as its captain, and he used his ability (Each time an enemy ship attacks you, you may force that ship to re-roll 1 attack die of your choice.) to make one of your dice a miss… you couldn't then re-re-roll that die as part of your re-roll from say a discarded Target Lock.

---

I suppose I'm not necessarily married to either ruling on this, but it seems that if two unrelated effects both grant re-rolls it stands logically they should both work, and the rules on Page 14 are simply there to help new players not exploit one re-roll effect into dozens of re-rolls or whatever.

It does seem to be something we should be 100% clear on, as the amount of offensive and defensive re-roll effect are starting to pile up.

So while I am at it, here are two more questions (I'll start on #2 as I guess this was all a big question #1) -

#2: When does the re-roll effect of a dropped Target Lock take effect? I think we all tend to do it right after we fire (which I guess feels organic or something) but should it be held to the "attacker modifies dice" step, which is after the "defender modifies dice" step, or is it out on its own?

#3: As the defender modifies dice first, lets return to our example with Koloth (Each time an enemy ship attacks you, you may force that ship to re-roll 1 attack die of your choice.) Lets say you attack his ship and roll NO hits. As the defender Koloth's player has no real target for his effect… THEN you use a re-roll (lets just say from the Romulan Flagship for this example) and you end up with a few hits… the chance to re-roll a die for the defender has passed, so he wouldn't be able to then use his ability… is my interpretation… is that correct?

#3B: And on that subject… lets say you are shooting against the Defiant (When defending, convert all your opponent's [crit] results into [hit] results.) and you roll poorly, including no critical hits… as the defender modifies dice first, the Defiant's ability would trigger, THEN you would re-roll your attack dice (if you could by some effect) and if you then rolled critical hits the Defiant would be screwed yes?

I guess that's all I got. Sorry for the giant giant post. Just trying to really get a grip on the rules (both as a player and a sometimes judge of smaller casual events). Hope this all made some sense.


I'm not sure what you are asking because you don't actually have a question for #1.

But no, the reroll rules are very clear. It doesn't say you can reroll per player, it says once period. And I really don't get how you can confuse that to meaning you can't for example spend a target lock and keep rolling because when you spend it and then reroll, then you don't have the target lock to do it again.

You are over complicating matters here. You have to do modifications/rerolls in the appropriate steps as per the rulebook. The only thing that doesn't is the Interphase Generator because it specifically states after "all" dice are rolled.
SaxCarr 14464479

H00D4M4N wrote:

SaxCarr wrote:


I'm not sure what you are asking because you don't actually have a question for #1.

But no, the reroll rules are very clear. It doesn't say you can reroll per player, it says once period. And I really don't get how you can confuse that to meaning you can't for example spend a target lock and keep rolling because when you spend it and then reroll, then you don't have the target lock to do it again.

You are over complicating matters here. You have to do modifications/rerolls in the appropriate steps as per the rulebook. The only thing that doesn't is the Interphase Generator because it specifically states after "all" dice are rolled.


You're missing my meaning there, on #1… I mean people trying to make multiple re-rolls of the same dice from the same effect, which is obviously wrong, but why I felt the rules might exist.

You're answers were very helpful tho!
davedujour 14464646
This statement:
even if two effects would apply to the same roll they can't both cause re-rolls.
is true. Only 1 reroll per die, unless a card specifies otherwise. The most popular example of "otherwise" is the Romulan Tactical Officer. There's a couple of other exceptions though.
SaxCarr 14464838

davedujour wrote:

This statement:
even if two effects would apply to the same roll they can't both cause re-rolls.
is true. Only 1 reroll per die, unless a card specifies otherwise. The most popular example of "otherwise" is the Romulan Tactical Officer. There's a couple of other exceptions though.


I'd be interested in what the other exceptions are.
davedujour 14464874

SaxCarr wrote:

davedujour wrote:

This statement:
even if two effects would apply to the same roll they can't both cause re-rolls.
is true. Only 1 reroll per die, unless a card specifies otherwise. The most popular example of "otherwise" is the Romulan Tactical Officer. There's a couple of other exceptions though.


I'd be interested in what the other exceptions are.


I'd have to look at all the other cards. I think one is a Flagship resource (I don't remember which one) and another is a card that isn't available yet. I can't keep track of what's been leaked vs. what's actually available vs. from a prize ship I don't have. Heck, I can't even keep track of all the cards currently out if I don't play them regularly.
SaxCarr 14464880
Also while I am scanning cards:

For Martok(8)

After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action.

Is that ability effected by bumping a ship? I.E. when denied actions can he still use it?
fastback64 14464920
Also, Admiral's Orders United Force. Once per round you may re-roll one of your dice (even if it has already been re-rolled)
davedujour 14464943

SaxCarr wrote:

Also while I am scanning cards:

For Martok(8)

After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action.

Is that ability effected by bumping a ship? I.E. when denied actions can he still use it?


Martok8's ship can bump something & he still gets to pass an Action to a friend because it's a passive ability. However the friendly ship is affected by bumping. If a ship loses it's Action for any reason, it can't do any Actions, even Actions "granted" from other ships. A lot of the Flagship resources do similar things to Martok8 for nearby friendly ships too.
rtsuk 14464961
Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.
Roynaldo 14467077
Not sure if this has been asked yet but if i preform a red manuveur could i then use romulan pilot to preform a green manuveur and remove the aux. token
rtsuk 14467097
No, because to get the additional movement you have to place a scan token as a free action and you can't take any actions when you have a auxiliary power token.
delta_angelfire 14467107
Romuln Pilot requires you to be able to take a free action. Since you cannot take any actions while you have a power token, the indirect answer is "no it doesn't work". If somehow you could use romulan pilot with a stress token, then yes it would remove a token. The same applies to the Flagship resource that lets you make additional maneuvers STAW:Flagships
Harry Llama 14467308
Is the ST:AW FAQ Search Engine working properly? When I tried searching for "Kirk" it only brought back one result. I also tried a few other searches and had zero results returned.
rtsuk 14467336
No, it's not and I'm not sure why. The wiki is a better resource, anyway, since even when it returned more results it still seemed to miss some things.
Andrew Parks 14470676

FortuneFavorTheBold wrote:

1) If an Upgrade card attached to a ship is face down via some effect (like Kirk), is it a valid target for assigning Disabled tokens, such as Miles O'Brien or Klingon Boarding Party?

2) If Kirk is Disabled, are any of his face down Elite Talents forcibly revealed?

3a) If Kirk is pulled off of a ship via Reinforcements Sideboard, are any of his ship's face down Elite Talents forcibly revealed?

3b) If another captain with an Elite Talent replaces Kirk, do the Talents remain face down, or are they revealed?

Klingon Boarding Party: "Action: If your ship is not Cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard this card to disable all Upgrades and remove all [BATTLESTATIONS] Tokens on the target ship."

Miles O'Brien: "Action: Discard this card to disable any 1 Upgrade on another ship at Range 1-3. This ability may be used against a ship that is Cloaked."

James T. Kirk: "Any Federation (Talent) Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside his card. Each Upgrade remains face down until you decide to use it, and then it is turned face up for the rest of the game."


1) Yes, as long as the targeting card doesn't specify "face up" (I believe "Superior Intellect" makes this distinction).

2) No, but he can't use them either.

3a) No.

3b) They are not revealed, but they cannot be used either. Only Kirk's text allows you to reveal and use a face down Elite Talent.
Novacat 14471222
Just wanted some clarification regarding the special rules for OP5. A single attack cannot destroy one of the weapons platforms, right? It has to be two separate attacks, each dealing at least one damage?
Novacat 14471237

rtsuk wrote:

Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.

The bolded part is not correct. Having bumped another ship, planet, etc. does not prevent a ship from taking actions that are granted outside of its own action step. Martok will allow such a ship to take a free action, provided it is otherwise capable of taking actions (i.e., it does not have an auxiliary power token).
delta_angelfire 14471248

Novacat wrote:

rtsuk wrote:

Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.

The bolded part is not correct. Having bumped another ship, planet, etc. does not prevent a ship from taking actions that are granted outside of its own action step. Martok will allow such a ship to take a free action, provided it is otherwise capable of taking actions (i.e., it does not have an auxiliary power token).


I'm sorry Nova cat, but rtsuk is correct. Bumping works under the same restrictions as running over obstacles, and in the very first post of the faq:

11. If a ship moves onto or through an Obstacle, can it perform any Actions later during the round?

No, a ship moving onto or through an Obstacle skips its Perform Actions step and also cannot perform additional Actions that round, such as through the use of Martok.
Novacat 14471301

delta_angelfire wrote:

Novacat wrote:

rtsuk wrote:

Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.

The bolded part is not correct. Having bumped another ship, planet, etc. does not prevent a ship from taking actions that are granted outside of its own action step. Martok will allow such a ship to take a free action, provided it is otherwise capable of taking actions (i.e., it does not have an auxiliary power token).


I'm sorry Nova cat, but rtsuk is correct. Bumping works under the same restrictions as running over obstacles, and in the very first post of the faq:

11. If a ship moves onto or through an Obstacle, can it perform any Actions later during the round?

No, a ship moving onto or through an Obstacle skips its Perform Actions step and also cannot perform additional Actions that round, such as through the use of Martok.

Well, the question was about bumping ships, not obstacles. And nothing about the obstacle rules in the book say anything about not being about to take actions.

Is Parks making up new rules now?
swingk2121 14472526

Novacat wrote:

delta_angelfire wrote:

Novacat wrote:

rtsuk wrote:

Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.

The bolded part is not correct. Having bumped another ship, planet, etc. does not prevent a ship from taking actions that are granted outside of its own action step. Martok will allow such a ship to take a free action, provided it is otherwise capable of taking actions (i.e., it does not have an auxiliary power token).


I'm sorry Nova cat, but rtsuk is correct. Bumping works under the same restrictions as running over obstacles, and in the very first post of the faq:

11. If a ship moves onto or through an Obstacle, can it perform any Actions later during the round?

No, a ship moving onto or through an Obstacle skips its Perform Actions step and also cannot perform additional Actions that round, such as through the use of Martok.

Well, the question was about bumping ships, not obstacles. And nothing about the obstacle rules in the book say anything about not being about to take actions.

Is Parks making up new rules now?


No he isn't. If you bump anything your ships action (in my words) is to perform evasive maneuvers to avoid the object. No mater what you bump you lose the ability that turn to perform actions. The rule book puts it as you lose the "perform action" step for that round.

See image for planet.


See image for overlapping another ship.
paulsk 14472933

Novacat wrote:


Is Parks making up new rules now?


It's basically an errata of the main rules. Strictly speaking the rules just direct you to skip the perform action step, which would not itself prevent a ship from making actions outside its action step from Martok. But it was errata'd to mean no actions at any point during the turn.
Andrew Parks 14472978

Novacat wrote:

Just wanted some clarification regarding the special rules for OP5. A single attack cannot destroy one of the weapons platforms, right? It has to be two separate attacks, each dealing at least one damage?


Correct.
delta_angelfire 14474583

Novacat wrote:

delta_angelfire wrote:

Novacat wrote:

rtsuk wrote:

Martok can still give the action after he bumps something, since his ability is not an action, but he can't give it to a ship that itself is prevented from performing actions either from bumping or a stress token.

The bolded part is not correct. Having bumped another ship, planet, etc. does not prevent a ship from taking actions that are granted outside of its own action step. Martok will allow such a ship to take a free action, provided it is otherwise capable of taking actions (i.e., it does not have an auxiliary power token).


I'm sorry Nova cat, but rtsuk is correct. Bumping works under the same restrictions as running over obstacles, and in the very first post of the faq:

11. If a ship moves onto or through an Obstacle, can it perform any Actions later during the round?

No, a ship moving onto or through an Obstacle skips its Perform Actions step and also cannot perform additional Actions that round, such as through the use of Martok.

Well, the question was about bumping ships, not obstacles. And nothing about the obstacle rules in the book say anything about not being about to take actions.

Is Parks making up new rules now?


In addition to Cheyenne's post, it's actually pretty distinct on page 22, second column: "Moving into and through obstacles", point 1. Going back and reading through the rules again is never bad idea, there were quite a few things i missed myself on the first and even the second read through.
bhosp 14475741

delta_angelfire wrote:

Romuln Pilot requires you to be able to take a free action. Since you cannot take any actions while you have a power token, the indirect answer is "no it doesn't work". If somehow you could use romulan pilot with a stress token, then yes it would remove a token. The same applies to the Flagship resource that lets you make additional maneuvers STAW:Flagships


That's not what the link you supplied says. The Flagship resource you're referring to (Independent Target Lock) doesn't say that the extra maneuver is any type of Action, free or otherwise.
bhosp 14475790
If a ship has multiple Romulan Pilots, can it use more than one of them on the same round? (In other words, perform one maneuver, discard 2 pilots, do 2 more Green maneuvers, receive 2 Scan tokens)
kemikos 14475810

bhosp wrote:

delta_angelfire wrote:

Romuln Pilot requires you to be able to take a free action. Since you cannot take any actions while you have a power token, the indirect answer is "no it doesn't work". If somehow you could use romulan pilot with a stress token, then yes it would remove a token. The same applies to the Flagship resource that lets you make additional maneuvers STAW:Flagships


That's not what the link you supplied says. The Flagship resource you're referring to (Independent Target Lock) doesn't say that the extra maneuver is any type of Action, free or otherwise.


He's right:
After your Flagship moves, you may target 1 other Friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


So after your Flagship moves, it could give a free move to the ship with the Aux Power token, and if that ship takes a Green maneuver, the AP token would go away...
H00D4M4N 14475835

bhosp wrote:

If a ship has multiple Romulan Pilots, can it use more than one of them on the same round? (In other words, perform one maneuver, discard 2 pilots, do 2 more Green maneuvers, receive 2 Scan tokens)


The rulebook states that a ship cannot perform the same action more than once per round, even if it's a free action.
kemikos 14475848

bhosp wrote:

If a ship has multiple Romulan Pilots, can it use more than one of them on the same round? (In other words, perform one maneuver, discard 2 pilots, do 2 more Green maneuvers, receive 2 Scan tokens)


No, because "you may discard this card to place a [SCAN] Token beside your ship as a free Action" means that it is an action, and a single ship can't take the same action (free or not) twice in the same round.

Edit: Ninja'ed!
swingk2121 14476253

kemikos wrote:

bhosp wrote:

delta_angelfire wrote:

Romuln Pilot requires you to be able to take a free action. Since you cannot take any actions while you have a power token, the indirect answer is "no it doesn't work". If somehow you could use romulan pilot with a stress token, then yes it would remove a token. The same applies to the Flagship resource that lets you make additional maneuvers STAW:Flagships


That's not what the link you supplied says. The Flagship resource you're referring to (Independent Target Lock) doesn't say that the extra maneuver is any type of Action, free or otherwise.


He's right:
After your Flagship moves, you may target 1 other Friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


So after your Flagship moves, it could give a free move to the ship with the Aux Power token, and if that ship takes a Green maneuver, the AP token would go away...


If you want the Romulan pilot to work with an aux token you would need to set up a ship with the independent (dominion)flagship card and captained by Martok (lvl 8) as actions can be perform in choice of players order. Process as follows:

1.) Ship with romulan pilot performs a red maneuver and receives and aux token.
2.) Flagship moves giving other ship the ability to perform a green or white maneuver (choose green to remove aux token)
3.) Martok gives the ability for a ship with a lower ranked captain to perform another action. Which I assume could be the free action of placing a scan token and perform an additional movement.

Which this leaves a question, is a free action counted as an action or would performing this as a free action enable you to perform a second action off of Martok's ability????? Are you even allowed to perform a free action using Martok's ability?

****Edit****

Independent Flagship: "After your flagship moves you may target one friendly ship range 1 of your flagship. Target ship immediately performs a green or white maneuver."

Martok (lvl 8): "After you move, choose one friendly ship within range 1-2, whose captain has a lower skill then Martok's. The target ship may immediately perform 1 free action."

Magentawolf 14476647

swingk2121 wrote:


If you want the Romulan pilot to work with an aux token you would need to set up a ship with the independent (dominion)flagship card and captained by Martok (lvl 8) as actions can be perform in choice of players order. Process as follows:

1.) Ship with romulan pilot performs a red maneuver and receives and aux token.
2.) Flagship moves giving other ship the ability to perform a green or white maneuver (choose green to remove aux token)
3.) Martok gives the ability for a ship with a lower ranked captain to perform another action. Which I assume could be the free action of placing a scan token and perform an additional movement.

Which this leaves a question, is a free action counted as an action or would performing this as a free action enable you to perform a second action off of Martok's ability????? Are you even allowed to perform a free action using Martok's ability?

****Edit****

Independent Flagship: "After your flagship moves you may target one friendly ship range 1 of your flagship. Target ship immediately performs a green or white maneuver."

Martok (lvl 8): "After you move, choose one friendly ship within range 1-2, whose captain has a lower skill then Martok's. The target ship may immediately perform 1 free action."



No. For the Romulan Pilot, it triggers directly after the plotted movement, if you wait for Martok's ship to roll around, it's too late to work.

Free Actions are Actions, but they do not count against the number of Actions that a ship may perform.

Using the Romulan Pilot is not an action, placing the scan token beside your ship is, however, and that free action is granted by the discard of the Romulan Pilot. Martok could not trigger it with his ability.
swingk2121 14476899

Magentawolf wrote:

swingk2121 wrote:


If you want the Romulan pilot to work with an aux token you would need to set up a ship with the independent (dominion)flagship card and captained by Martok (lvl 8) as actions can be perform in choice of players order. Process as follows:

1.) Ship with romulan pilot performs a red maneuver and receives and aux token.
2.) Flagship moves giving other ship the ability to perform a green or white maneuver (choose green to remove aux token)
3.) Martok gives the ability for a ship with a lower ranked captain to perform another action. Which I assume could be the free action of placing a scan token and perform an additional movement.

Which this leaves a question, is a free action counted as an action or would performing this as a free action enable you to perform a second action off of Martok's ability????? Are you even allowed to perform a free action using Martok's ability?

****Edit****

Independent Flagship: "After your flagship moves you may target one friendly ship range 1 of your flagship. Target ship immediately performs a green or white maneuver."

Martok (lvl 8): "After you move, choose one friendly ship within range 1-2, whose captain has a lower skill then Martok's. The target ship may immediately perform 1 free action."



No. For the Romulan Pilot, it triggers directly after the plotted movement, if you wait for Martok's ship to roll around, it's too late to work.

Free Actions are Actions, but they do not count against the number of Actions that a ship may perform.

Using the Romulan Pilot is not an action, placing the scan token beside your ship is, however, and that free action is granted by the discard of the Romulan Pilot. Martok could not trigger it with his ability.


I guess I should have quoted Romulan Pilot as well, but it only specifies "After you move" This does not require it to be in response to revealing your movement dial.

Therefor whenever you move " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

swingk2121 14477054
So I guess I need Andrew to clarify the Romulan Pilot.

1.) Can a ship perform a free action outside of its original activation? For example if a ship gets a second movement from a flagship card (a second opportunity to move) can it then get the ability from Romulan pilot as the ship moved again?

2.) If the above is no, can Martok (Lvl 8) then grant the ability to use a Romulan pilot after the flagship card gives it the ability to move seeing as the placing of a scan token is a free "action."

Thank you

*** Edit *****

Independent Flagship: "After your flagship moves you may target one friendly ship range 1 of your flagship. Target ship immediately performs a green or white maneuver."

Martok (lvl 8): "After you move, choose one friendly ship within range 1-2, whose captain has a lower skill then Martok's. The target ship may immediately perform 1 free action."

Romulan Pilot: " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

Magentawolf 14477100

swingk2121 wrote:


I guess I should have quoted Romulan Pilot as well, but it only specifies "After you move" This does not require it to be in response to revealing your movement dial.

Therefor whenever you move " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."



Except that 'after you move' has been clarified to mean only after the initial movement. It's why, for example, Martok doesn't trigger after every movement a ship makes.

EDIT - It's on the first bit of the FAQ:

14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.
swingk2121 14477247

Magentawolf wrote:

swingk2121 wrote:


I guess I should have quoted Romulan Pilot as well, but it only specifies "After you move" This does not require it to be in response to revealing your movement dial.

Therefor whenever you move " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."



Except that 'after you move' has been clarified to mean only after the initial movement. It's why, for example, Martok doesn't trigger after every movement a ship makes.


I see what you mean in that it triggers after the movement step, however this doesn't account for abilities that allow an additional movement for a ship in the same round and the card literally says after moving, not "after your first movement".

Edit*** Read it wrong, the second ruling says it is not considered an action which to me means you could not use Martok.****

4. When exactly does the Romulan Pilot's text trigger?

It triggers right after Step 5 (Clean Up) of the Activation Phase, before the ship's Perform Action step.

5. Is the Romulan Pilot's free Action considered a "Scan Action"? If not, can it be performed in addition to a Scan Action?

It is not considered a Scan Action and can be performed in addition to a regular Scan Action. This would allow a ship to have 2 Scan Tokens, each independently affecting enemy ships attacked that round.



Magentawolf 14477337

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:


I guess I should have quoted Romulan Pilot as well, but it only specifies "After you move" This does not require it to be in response to revealing your movement dial.

Therefor whenever you move " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."



Except that 'after you move' has been clarified to mean only after the initial movement. It's why, for example, Martok doesn't trigger after every movement a ship makes.


I see what you mean in that it triggers after the movement step, however this doesn't account for abilities that allow an additional movement for a ship in the same round and the card literally says after moving, not "after your first movement". And the second ruling implies it is considered an action which to me means you could use Martok.

4. When exactly does the Romulan Pilot's text trigger?

It triggers right after Step 5 (Clean Up) of the Activation Phase, before the ship's Perform Action step.

5. Is the Romulan Pilot's free Action considered a "Scan Action"? If not, can it be performed in addition to a Scan Action?

It is not considered a Scan Action and can be performed in addition to a regular Scan Action. This would allow a ship to have 2 Scan Tokens, each independently affecting enemy ships attacked that round.




You don't seem to understand how Martok operates. He allows another ship to perform an Action as a free action, not to activate a 'free action' ability.

IF the Romulan Pilot was written as so: "Action: Discard this card to place a scan token beside your ship... " then Martok could trigger it.

As the FAQ states, all 'after you move' abilities trigger during the moving ship's activation phase; they do not get a chance to trigger outside of that time period. The additional movement granted by the flagship is outside of that phase, so the Pilot cannot trigger.
swingk2121 14477472

Magentawolf wrote:

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:


I guess I should have quoted Romulan Pilot as well, but it only specifies "After you move" This does not require it to be in response to revealing your movement dial.

Therefor whenever you move " After you move, you discard this card to place a scan token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."



Except that 'after you move' has been clarified to mean only after the initial movement. It's why, for example, Martok doesn't trigger after every movement a ship makes.


I see what you mean in that it triggers after the movement step, however this doesn't account for abilities that allow an additional movement for a ship in the same round and the card literally says after moving, not "after your first movement". And the second ruling implies it is considered an action which to me means you could use Martok.

4. When exactly does the Romulan Pilot's text trigger?

It triggers right after Step 5 (Clean Up) of the Activation Phase, before the ship's Perform Action step.

5. Is the Romulan Pilot's free Action considered a "Scan Action"? If not, can it be performed in addition to a Scan Action?

It is not considered a Scan Action and can be performed in addition to a regular Scan Action. This would allow a ship to have 2 Scan Tokens, each independently affecting enemy ships attacked that round.




You don't seem to understand how Martok operates. He allows another ship to perform an Action as a free action, not to activate a 'free action' ability.

IF the Romulan Pilot was written as so: "Action: Discard this card to place a scan token beside your ship... " then Martok could trigger it.

As the FAQ states, all 'after you move' abilities trigger during the moving ship's activation phase; they do not get a chance to trigger outside of that time period. The additional movement granted by the flagship is outside of that phase, so the Pilot cannot trigger.


I understand Martok, I read it incorrectly and edited while you were replying. As for the triggering is seems that the word move would be incorrect then. And that would mean Romulan Pilot errata was that the word "move" actually reads "immediately after maneuver dial movement before action step"

***Edit***

If this is the case then Andrew needs to clarify further or add this wording to page 1 because additional movement abilities weren't avaliable prior to Romulan pilots release
Andrew Parks 14480719
Additional movement was available right in the starter set via Engage. The combination of Engage + Martok triggered some of our earliest FAQ entries! meeple

As per the FAQ, when something says "after you move", it refers specifically to the end of "Step 5: Clean Up" of the ship's Activation Phase.

Andrew
swingk2121 14481523

Andrew Parks wrote:

Additional movement was available right in the starter set via Engage. The combination of Engage + Martok triggered some of our earliest FAQ entries! meeple

As per the FAQ, when something says "after you move", it refers specifically to the end of "Step 5: Clean Up" of the ship's Activation Phase.

Andrew


I should have specified non action movements. Engage and In'cha are both actions. That means these movements actually occur during step 6 "action step." This was the reason Romulan pilot had to be clarified. The problem is the Romulan pilot and the flagship both allow an additional movement outside of the action step, this means they don't follow normal rule book steps.
SteRT 14482014

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Hi I was reading this again and I was still unsure on one point due to the wording.

Consider this example.

A Ship moves and activates Sulu as a free action (by discarding McCoy)
It then takes an evade action from it's Action Bar.

The flagship then moves so that the first ship is within range to accept the free action it gives.

Can the ship take the action?

It would be the "Third" action but only the "2nd Action listed on the Action Bar".

The Flagship wording again is:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


Magentawolf 14482514

SteRT wrote:

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Hi I was reading this again and I was still unsure on one point due to the wording.

Consider this example.

A Ship moves and activates Sulu as a free action (by discarding McCoy)
It then takes an evade action from it's Action Bar.

The flagship then moves so that the first ship is within range to accept the free action it gives.

Can the ship take the action?

It would be the "Third" action but only the "2nd Action listed on the Action Bar".

The Flagship wording again is:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


No, because the ship has already taken two actions this turn. You should parse the flagship ability like this:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action, [chosen from those actions] listed on its action bar, as a free action this round.
SteRT 14482995
That's why I'm asking.

I realise the intention may have been to read it the way you describe it.

However, given the way it is actually worded my example could be argued as correct.

Since the examples previously quoted used the command tokens and Picard (where the actions can also be listed on the action bar) it wasn't fully clear whether or not Actions which weren't listed on the Action Bar are included when determining what defines 2nd.

Hence my request for further clarification.

I'm happy either way I just think it needs a ruling to clarify.
Magentawolf 14483169

SteRT wrote:

That's why I'm asking.

I realise the intention may have been to read it the way you describe it.

However, given the way it is actually worded my example could be argued as correct.

Since the examples previously quoted used the command tokens and Picard (where the actions can also be listed on the action bar) it wasn't fully clear whether or not Actions which weren't listed on the Action Bar are included when determining what defines 2nd.

Hence my request for further clarification.

I'm happy either way I just think it needs a ruling to clarify.


Here is a reminder of what Andrew said, and you quoted -
Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.

Has the ship in your example taken only a single action? No. It is not eligible for the flagship action.
BSUGrad 14483197
http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!
Ender02 14483448

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!

Technically neither, because both forms are missing their opponents verification and end result signatures. Both are terrible examples of how to fill out forms at an OP. That said, it looks like the right hand player would win. both have 2W/0L for a total of 6 Battle points each. The tie breaker being accumulated fleet points, it looks like the left has 220, where the right has 228.
Andrew Parks 14483480

Magentawolf wrote:

SteRT wrote:

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Hi I was reading this again and I was still unsure on one point due to the wording.

Consider this example.

A Ship moves and activates Sulu as a free action (by discarding McCoy)
It then takes an evade action from it's Action Bar.

The flagship then moves so that the first ship is within range to accept the free action it gives.

Can the ship take the action?

It would be the "Third" action but only the "2nd Action listed on the Action Bar".

The Flagship wording again is:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.


No, because the ship has already taken two actions this turn. You should parse the flagship ability like this:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action, [chosen from those actions] listed on its action bar, as a free action this round.


Yes, this is correct.
Andrew Parks 14483485

Ender02 wrote:

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!

Technically neither, because both forms are missing their opponents verification and end result signatures. Both are terrible examples of how to fill out forms at an OP. That said, it looks like the right hand player would win. both have 2W/0L for a total of 6 Battle points each. The tie breaker being accumulated fleet points, it looks like the left has 220, where the right has 228.


I am having trouble viewing the image, but if it is the case that both players have the same number of Battle Points, then the player with the most Fleet Points breaks the tie.
XCinX 14483553

Andrew Parks wrote:

Ender02 wrote:

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!

Technically neither, because both forms are missing their opponents verification and end result signatures. Both are terrible examples of how to fill out forms at an OP. That said, it looks like the right hand player would win. both have 2W/0L for a total of 6 Battle points each. The tie breaker being accumulated fleet points, it looks like the left has 220, where the right has 228.


I am having trouble viewing the image, but if it is the case that both players have the same number of Battle Points, then the player with the most Fleet Points breaks the tie.


Both players went into the 3rd round at 2-0 at 228 Fleet Points. Player A (J, on the right) had a 110 point build and Player B (R, on the right) had a 108 point build. At the end of Round 3, Player A took out Player B's Enterprise-D (55SP) and Player B took out Player A's Excellsior (54SP).

We were having issues determining who won based on the wording of how to determine Fleet Points in the OP rules.
Ender02 14483615

XCinX wrote:

Andrew Parks wrote:

Ender02 wrote:

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!

Technically neither, because both forms are missing their opponents verification and end result signatures. Both are terrible examples of how to fill out forms at an OP. That said, it looks like the right hand player would win. both have 2W/0L for a total of 6 Battle points each. The tie breaker being accumulated fleet points, it looks like the left has 220, where the right has 228.


I am having trouble viewing the image, but if it is the case that both players have the same number of Battle Points, then the player with the most Fleet Points breaks the tie.


Both players went into the 3rd round at 2-0 at 228 Fleet Points. Player A (J, on the right) had a 110 point build and Player B (R, on the right) had a 108 point build. At the end of Round 3, Player A took out Player B's Enterprise-D (55SP) and Player B took out Player A's Excellsior (54SP).

We were having issues determining who won based on the wording of how to determine Fleet Points in the OP rules.

Ah now i see. You didn't have the third game even filled out on the sheets which confused me. Scoring is done by Total build cost for the event - surviving assets. I have not actually played or judged for an event yet that used the Admirals Orders, so I am not sure how they are figured in, but if they are like the Sideboard, then the points for the items added because of them do not count towards your build total. In other words, the fleet points should still be 100 - surviving ships. In my opinion, player A would win the round, putting him at 3-0 vs player B's 2-1 making player A also the event winner.
BSUGrad 14483947

Ender02 wrote:

XCinX wrote:

Andrew Parks wrote:

Ender02 wrote:

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!

Technically neither, because both forms are missing their opponents verification and end result signatures. Both are terrible examples of how to fill out forms at an OP. That said, it looks like the right hand player would win. both have 2W/0L for a total of 6 Battle points each. The tie breaker being accumulated fleet points, it looks like the left has 220, where the right has 228.


I am having trouble viewing the image, but if it is the case that both players have the same number of Battle Points, then the player with the most Fleet Points breaks the tie.


Both players went into the 3rd round at 2-0 at 228 Fleet Points. Player A (J, on the right) had a 110 point build and Player B (R, on the right) had a 108 point build. At the end of Round 3, Player A took out Player B's Enterprise-D (55SP) and Player B took out Player A's Excellsior (54SP).

We were having issues determining who won based on the wording of how to determine Fleet Points in the OP rules.

Ah now i see. You didn't have the third game even filled out on the sheets which confused me. Scoring is done by Total build cost for the event - surviving assets. I have not actually played or judged for an event yet that used the Admirals Orders, so I am not sure how they are figured in, but if they are like the Sideboard, then the points for the items added because of them do not count towards your build total. In other words, the fleet points should still be 100 - surviving ships. In my opinion, player A would win the round, putting him at 3-0 vs player B's 2-1 making player A also the event winner.


I think I saw where we went wrong. The way it was read there, Fleet Points were 100 - (your surviving SP) instead of 100 - (your opponent's SP). That would put A at 57 and B at 54. Amazing the difference a word makes.
paulsk 14485430

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!


The correct answer is that it is impossible to know because neither of your designated where you spent your United Force points. Those 10 points are not scored, which means even if they survived the game they don't count as points alive in the calculation. And the calculation is not what's dead, its 100 minus what's alive.

If J's UF points were all spent on its Enterprise upgrades instead of the Excelsior, then K scored 54 points (100 minus [28 + 6 + 2 + 5 + 5]).

But if J's UF points were all spent on Excelsior upgrades (which died anyway), then K scored only 44 points (100 minus [28 + 6 + 3 + 2 + 2 + 5 + 5 + 5]).

Similarly, J's points could swing by up to 10 points based on where K's UF force points were spent.

So it is impossible to know who won due to poor record keeping, which happened because of lack of understanding of United Force and scoring. If everyone had been verifying build totals with initials then it is possible that someone at the event would have recognized this problem and corrected one of you, then one of you could have corrected the other person when verifying before the final game. Remember this is a game about navies, so paperwork is important.
Magentawolf 14485843

paulsk wrote:



The correct answer is that it is impossible to know because neither of your designated where you spent your United Force points. Those 10 points are not scored, which means even if they survived the game they don't count as points alive in the calculation. And the calculation is not what's dead, its 100 minus what's alive.

If J's UF points were all spent on its Enterprise upgrades instead of the Excelsior, then K scored 54 points (100 minus [28 + 6 + 2 + 5 + 5]).

But if J's UF points were all spent on Excelsior upgrades (which died anyway), then K scored only 44 points (100 minus [28 + 6 + 3 + 2 + 2 + 5 + 5 + 5]).

Similarly, J's points could swing by up to 10 points based on where K's UF force points were spent.

So it is impossible to know who won due to poor record keeping, which happened because of lack of understanding of United Force and scoring. If everyone had been verifying build totals with initials then it is possible that someone at the event would have recognized this problem and corrected one of you, then one of you could have corrected the other person when verifying before the final game. Remember this is a game about navies, so paperwork is important.


I would thumb this twice if I could.
pelmen78 14485926
My buddy has Picard on the Enterprise-D with the Engage Elite Talent. Can he do a green move as his move, then one of the Picard listed actions for free, then another green maneuver using Engage, getting an aux token? Then next turn, do a green to remove the aux token, Picard free action, another green maneuver using Engage, ad naseum? We want to make sure that timing is correct. For some reason I though the turn you got an aux token you couldn't take any other actions, free or not, but this is a bit unusual for us.
Magentawolf 14486221

pelmen78 wrote:

My buddy has Picard on the Enterprise-D with the Engage Elite Talent. Can he do a green move as his move, then one of the Picard listed actions for free, then another green maneuver using Engage, getting an aux token? Then next turn, do a green to remove the aux token, Picard free action, another green maneuver using Engage, ad naseum? We want to make sure that timing is correct. For some reason I though the turn you got an aux token you couldn't take any other actions, free or not, but this is a bit unusual for us.


Since you can take actions in the order you wish, this works fine.

You cannot perform any actions while you have the aux token, but as long as you take Picard's action before using Engage, you're good to go.
davedujour 14486330

paulsk wrote:

BSUGrad wrote:

http://i.imgur.com/3n3CHQg.png

We reached the end of this tournament with this match up deciding who would win.

J lost the Excelsior and R lost the Enterprise. Time expired with what we had left. Who would win in this scenario? The wording in the Battle Points led me to believe that it would be J. The wording in Fleet Points led another to believe R. Which one is right?

Thank you for addressing us!


The correct answer is that it is impossible to know because neither of your designated where you spent your United Force points. Those 10 points are not scored, which means even if they survived the game they don't count as points alive in the calculation. And the calculation is not what's dead, its 100 minus what's alive.

If J's UF points were all spent on its Enterprise upgrades instead of the Excelsior, then K scored 54 points (100 minus [28 + 6 + 2 + 5 + 5]).

But if J's UF points were all spent on Excelsior upgrades (which died anyway), then K scored only 44 points (100 minus [28 + 6 + 3 + 2 + 2 + 5 + 5 + 5]).

Similarly, J's points could swing by up to 10 points based on where K's UF force points were spent.

So it is impossible to know who won due to poor record keeping, which happened because of lack of understanding of United Force and scoring. If everyone had been verifying build totals with initials then it is possible that someone at the event would have recognized this problem and corrected one of you, then one of you could have corrected the other person when verifying before the final game. Remember this is a game about navies, so paperwork is important.


The UF points aren't scored???? Is that on the FAQ page? I couldn't find it quickly last Sunday when looking at the "pocket" version on my phone. We ended up just scoring them as regular points assigned to whatever ship. Someone using UF started at 110 - whatever was left, which meant they also lost initiative almost every time. Like I said, I couldn't find any mention of UF or the AOs in the FAQ. That should be fixed.
Magentawolf 14486474

davedujour wrote:


The UF points aren't scored???? Is that on the FAQ page? I couldn't find it quickly last Sunday when looking at the "pocket" version on my phone. We ended up just scoring them as regular points assigned to whatever ship. Someone using UF started at 110 - whatever was left, which meant they also lost initiative almost every time. Like I said, I couldn't find any mention of UF or the AOs in the FAQ. That should be fixed.


It was... heh, 42 pages ago - http://boardgamegeek.com/article/14001075#14001075

That probably is one that should be in the FAQ proper.
davedujour 14486529

Magentawolf wrote:

davedujour wrote:


The UF points aren't scored???? Is that on the FAQ page? I couldn't find it quickly last Sunday when looking at the "pocket" version on my phone. We ended up just scoring them as regular points assigned to whatever ship. Someone using UF started at 110 - whatever was left, which meant they also lost initiative almost every time. Like I said, I couldn't find any mention of UF or the AOs in the FAQ. That should be fixed.


It was... heh, 42 pages ago - http://boardgamegeek.com/article/14001075#14001075

That probably is one that should be in the FAQ proper.


Yeah, probably should be in the FAQ post itself. I've stopped digging through the entire thread. It's just too long. I print out the first post, now 9 pages long, but I forgot that for last Sunday. But it isn't on there anyway and it should be.
swingk2121 14486716

davedujour wrote:

Magentawolf wrote:

davedujour wrote:


The UF points aren't scored???? Is that on the FAQ page? I couldn't find it quickly last Sunday when looking at the "pocket" version on my phone. We ended up just scoring them as regular points assigned to whatever ship. Someone using UF started at 110 - whatever was left, which meant they also lost initiative almost every time. Like I said, I couldn't find any mention of UF or the AOs in the FAQ. That should be fixed.


It was... heh, 42 pages ago - http://boardgamegeek.com/article/14001075#14001075

That probably is one that should be in the FAQ proper.


Yeah, probably should be in the FAQ post itself. I've stopped digging through the entire thread. It's just too long. I print out the first post, now 9 pages long, but I forgot that for last Sunday. But it isn't on there anyway and it should be.


Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.




*****EDIT*****

Because I didn't want to scroll through 88 pages to find a sentence but someone else did here you go.

Andrew Parks wrote:

Similar to Resources, you would score the SP of the Admiral's Orders if you eliminated the opponent's fleet.

For United Force, the extra 10 points worth of Upgrades should be marked on the Fleet sheet with an asterisk and not counted against the opponent's Fleet at the end of the match. This is similar to the cards that negin on the Reinforcements Sideboard.

Andrew
davedujour 14486833

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.
TomTheCPA 14486870
This is correct - the UF points are not part of your "build", so they do not factor into the calculation of fleet points.

Read the PDF:

"1) During Set Up, you may spend an additional 10 SP on Upgrades ..."

Set Up occurs after you've already filled our your 100 point fleet, so it technically isn't part of your fleet of up to 100 SP.

So the amount spent on upgrades, their location on various ships, etc - doesn't factor into the FP/SP calculations at the end of the battle.

Note: as noted above, UF is not a resource, so that analysis/logic is N/A to this discussion.

Regards,
Tom


Magentawolf wrote:

davedujour wrote:


The UF points aren't scored???? Is that on the FAQ page? I couldn't find it quickly last Sunday when looking at the "pocket" version on my phone. We ended up just scoring them as regular points assigned to whatever ship. Someone using UF started at 110 - whatever was left, which meant they also lost initiative almost every time. Like I said, I couldn't find any mention of UF or the AOs in the FAQ. That should be fixed.


It was... heh, 42 pages ago - http://boardgamegeek.com/article/14001075#14001075

That probably is one that should be in the FAQ proper.
rtsuk 14486938
To make things a little easier I put the digested FAQ that the Mac version of Space Dock creates up on the web for everyone. They are updated as of this morning and come in two flavors, Andrew's posts only and the full FAQ.

http://spacedock.funnyhatsoftware.com/andrew_faq.html

http://spacedock.funnyhatsoftware.com/full_faq.html

The formatting isn't that great but at least it's a single page and you can use the browser's search on it.

I'll try to keep it up to date but this would be a great task for a web app.
SteRT 14487580
Hi, Quick question regarding the free action from 4th Division Battleship.

Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an Action on their Action Bar as a free Action.

Normally when a card on one ship is giving an action to another there is an indicator of when this occurs i.e. "After you move".

However, this card just says each turn. Given this which of the following is correct:

a) A ship that ends it's movement within 1-2 of the 4th Division Battleship may take a free action as part of it's activation step.

b) A ship that is within 1-2 after the 4th Division Battleship has moved may take a free action (whether they have already activated or not); i.e. similar to Martok

c) Either of the above is valid as the card just specifies each round.

Thanks, in advance, and for all the continuing work you put in on this (I know it's been said often before but it can never be stressed too much IMO).
pelmen78 14487636
Props to Kristoff, the answer is A.
alepperd 14487721
If a ship captained by Maxwell Burke has an elite talent assigned to it (say through the use of the Federation flagship to add an elite talent slot) and I discard Burke for his effect, do I lose access to the elite talent after he is discarded?

Maxwell Burke Captain
ACTION: Discard this Card to gain +2 Attack Dice this round.
Magentawolf 14487880

pelmen78 wrote:

Stephen, Andrew said (in one of the threads about the 4th Div Ship), that the action is taken during the activation phase of the 4th Div Ship. Either before the 4th Div Ship moves or after is legal. It's similar to Martok, but can be done before or after movement.


The answer is actually 'A' - Here's the exact quote:

Once per round, one friendly ship can activate the text on the 4th Division Battleship during its Perform Actions step. This will happen either before or after the Battleship moves, depending on the Captain Skills involved.

http://boardgamegeek.com/article/14416601#14416601


The 'its' refers to the friendly ship, given the talk of the relative Captain Skills in the next line.
delta_angelfire 14488794

davedujour wrote:

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.


Just to chime in, this ruling on united force was available at STAW:United Force
davedujour 14488847

delta_angelfire wrote:

davedujour wrote:

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.


Just to chime in, this ruling on united force was available at STAW:United Force


The wiki is helpful, but not as much when I'm looking at an offline copy of the FAQ. Or trying to access things through my phone. The BGG site isn't the best mobile experience.
paulsk 14489010
When a condition for a card is based on a ship having performed a Green Maneuver, when (if ever) does this condition require that the ship dialed in a Green Maneuver, as opposed to dialing in a White Maneuver then performing a Green Maneuver by some other means?

For example, if the IRW Valdore dials in a White Maneuver, then I play a Romulan Pilot to perform a Green Maneuver, have I satisfied the condition for the IRW Valdore's attack bonus?

Alternatively, have I satisfied the conditions for using Engage or Kyle?

Any change if I dialed in a White Maneuver but previously during the round performed a Green Maneuver thanks to a nearby Indie (Dominion) Flagship?


IRW Valdore - If you perform a Green Maneuver, add +1 attack die for the remainder of this round.

Romulan Pilot - After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Engage - ACTION: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship.

Kyle - ACTION: If you performed a Green Maneuver this round, repair 1 Shield Token and reduce your total attack dice by 2 this round.

Indie (Dominion) Flagship - After your Flagship moves, you may target 1 other Friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.
Magentawolf 14489265

paulsk wrote:

When a condition for a card is based on a ship having performed a Green Maneuver, when (if ever) does this condition require that the ship dialed in a Green Maneuver, as opposed to dialing in a White Maneuver then performing a Green Maneuver by some other means?

For example, if the IRW Valdore dials in a White Maneuver, then I play a Romulan Pilot to perform a Green Maneuver, have I satisfied the condition for the IRW Valdore's attack bonus?

Alternatively, have I satisfied the conditions for using Engage or Kyle?

Any change if I dialed in a White Maneuver but previously during the round performed a Green Maneuver thanks to a nearby Indie (Dominion) Flagship?


IRW Valdore - If you perform a Green Maneuver, add +1 attack die for the remainder of this round.

Romulan Pilot - After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Engage - ACTION: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship.

Kyle - ACTION: If you performed a Green Maneuver this round, repair 1 Shield Token and reduce your total attack dice by 2 this round.

Indie (Dominion) Flagship - After your Flagship moves, you may target 1 other Friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


As long as that ship has performed a green maneuver during this round, the applicable cards will trigger; it does not need to be your dial maneuver.

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)
Ender02 14489364

paulsk wrote:

When a condition for a card is based on a ship having performed a Green Maneuver, when (if ever) does this condition require that the ship dialed in a Green Maneuver, as opposed to dialing in a White Maneuver then performing a Green Maneuver by some other means?


Yes, but the effects are not cumulative. Meaning that you check;
"Did you perform a green maneuver this turn?"
"yes/no"
"If yes, you get +1 attack"

You do not get multiple +1's for performing multiple green maneuvers though.
SteRT 14489546

Magentawolf wrote:

pelmen78 wrote:

Stephen, Andrew said (in one of the threads about the 4th Div Ship), that the action is taken during the activation phase of the 4th Div Ship. Either before the 4th Div Ship moves or after is legal. It's similar to Martok, but can be done before or after movement.


The answer is actually 'A' - Here's the exact quote:

Once per round, one friendly ship can activate the text on the 4th Division Battleship during its Perform Actions step. This will happen either before or after the Battleship moves, depending on the Captain Skills involved.

http://boardgamegeek.com/article/14416601#14416601


The 'its' refers to the friendly ship, given the talk of the relative Captain Skills in the next line.


Cool thanks, I either missed that or forgot it.
swingk2121 14489647

davedujour wrote:

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.


I didn't think I needed to be this specific in the post but here we go.

As I wrote; although they ARE NOT CONSIDERED resources "it was ruled that admirals orders work the same [WHEN CALCULATING FOR FLEET POINTS TO DETERMINE A WINNER] as fleet resources for scoring purposes." And then I posted the ruling for fleet resources so you could read how to calculate the fleet points as the same process occurs for both.

Example; if all opponent ships are destroyed then you also receive credit for the 5sp used for strike force admiral orders or the 10sp for the fleet resource sideboard. If you don't destroy all the ships then you don't receive credit for those fleet points.

Example 2; If you are using United force (admiral orders) which provides 10 extra fleet points these points are not included in your 100sp fleet build and are added after so if they destroy the ship with the 10 extra points your fine, but if you still have those 10 extra points from upgrades on ships in play they must be excluded when calculating total fleet points.

Hopefully this now explains how resources and admirals orders are similar when calculating fleet points to determine a winner.


*****EDIT*****

Because I didn't want to scroll through 88 pages to find a sentence but someone else did here you go.

Andrew Parks wrote:

Similar to Resources, you would score the SP of the Admiral's Orders if you eliminated the opponent's fleet.

For United Force, the extra 10 points worth of Upgrades should be marked on the Fleet sheet with an asterisk and not counted against the opponent's Fleet at the end of the match. This is similar to the cards that negin on the Reinforcements Sideboard.

Andrew
davedujour 14492214

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.


I didn't think I needed to be this specific in the post but here we go.

As I wrote; although they ARE NOT CONSIDERED resources "it was ruled that admirals orders work the same [WHEN CALCULATING FOR FLEET POINTS TO DETERMINE A WINNER] as fleet resources for scoring purposes." And then I posted the ruling for fleet resources so you could read how to calculate the fleet points as the same process occurs for both.

Example; if all opponent ships are destroyed then you also receive credit for the 5sp used for strike force admiral orders or the 10sp for the fleet resource sideboard. If you don't destroy all the ships then you don't receive credit for those fleet points.

Example 2; If you are using United force (admiral orders) which provides 10 extra fleet points these points are not included in your 100sp fleet build and are added after so if they destroy the ship with the 10 extra points your fine, but if you still have those 10 extra points from upgrades on ships in play they must be excluded when calculating total fleet points.

Hopefully this now explains how resources and admirals orders are similar when calculating fleet points to determine a winner.


*****EDIT*****

Because I didn't want to scroll through 88 pages to find a sentence but someone else did here you go.

Andrew Parks wrote:

Similar to Resources, you would score the SP of the Admiral's Orders if you eliminated the opponent's fleet.

For United Force, the extra 10 points worth of Upgrades should be marked on the Fleet sheet with an asterisk and not counted against the opponent's Fleet at the end of the match. This is similar to the cards that negin on the Reinforcements Sideboard.

Andrew


And again, NONE of this is in the FAQ itself, just in the discussion thread.
Harry Llama 14492352

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.
swingk2121 14492400

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:

Here is your answer it is on page 1 in the FAQ. It was also ruled that admirals orders work the same as fleet resources for scoring purposes.

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.



9. How are the cards on the Reinforcements Sideboard scored at the end of a tournament round?

The cards that start the game on the Reinforcements Sideboard are inextricably linked to the Sideboard for scoring purposes. Therefore, if a match ends in a tie, then any Sideboard cards currently on ships (or tucked under Ship Cards) do not count for scoring purposes. Any cards that started the match in play but which are now on the Reinforcements Sideboard are considered out of play as well, so they also do not count for scoring purposes.

If a player eliminates all of his opponent's ships, then he scores 10 points for that opponent's Reinforcements Sideboard. If a player does not eliminate his opponent's ships, then he does not score those points.


There's no mention of "United Force" or "Admiral's Orders" anywhere in those two FAQ answers. Also, Admiral's Orders are not considered Resources. That's right on the AO reference card.


I didn't think I needed to be this specific in the post but here we go.

As I wrote; although they ARE NOT CONSIDERED resources "it was ruled that admirals orders work the same [WHEN CALCULATING FOR FLEET POINTS TO DETERMINE A WINNER] as fleet resources for scoring purposes." And then I posted the ruling for fleet resources so you could read how to calculate the fleet points as the same process occurs for both.

Example; if all opponent ships are destroyed then you also receive credit for the 5sp used for strike force admiral orders or the 10sp for the fleet resource sideboard. If you don't destroy all the ships then you don't receive credit for those fleet points.

Example 2; If you are using United force (admiral orders) which provides 10 extra fleet points these points are not included in your 100sp fleet build and are added after so if they destroy the ship with the 10 extra points your fine, but if you still have those 10 extra points from upgrades on ships in play they must be excluded when calculating total fleet points.

Hopefully this now explains how resources and admirals orders are similar when calculating fleet points to determine a winner.


*****EDIT*****

Because I didn't want to scroll through 88 pages to find a sentence but someone else did here you go.

Andrew Parks wrote:

Similar to Resources, you would score the SP of the Admiral's Orders if you eliminated the opponent's fleet.

For United Force, the extra 10 points worth of Upgrades should be marked on the Fleet sheet with an asterisk and not counted against the opponent's Fleet at the end of the match. This is similar to the cards that negin on the Reinforcements Sideboard.

Andrew


And again, NONE of this is in the FAQ itself, just in the discussion thread.


Yes the first 2 number quotes are in the FAQ its under RESOURCES. As for the quote from admirals orders that is in the thread itself and you have to dig for it like a large number of other things. But maybe Andrew will create a section for Admiral Orders now that we might be getting them monthly.
swingk2121 14492458

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


As the flagship card states;

"After your flagship moves," implies you flagship must move before giving this ability to another ship.

***EDIT****

"Performs and EXTRA," Was ruled by Andrew to be an additional and can be given to any ship. See a couple posts below for full quote.
Harry Llama 14492532

swingk2121 wrote:

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


As the flagship card states;

"After your flagship moves," implies you flagship must move before giving this ability to another ship.

"Performs and EXTRA," The word extra implies the ship must have already activated (moved) this phase. Other wise the wording would have read "target ship can immediately perform a white or green maneuver."


'Extra' could also simply imply it's in addition to the target ship's regular movement. That's why I directed the question to Andrew.

EDIT - Also, taking your interpretation further, the target ship would have to perform an 'extra' green maneuver if it previously performed a green maneuver or an 'extra' white maneuver if it previously performed a white maneuver.
swingk2121 14492989

Harry Llama wrote:

swingk2121 wrote:

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


As the flagship card states;

"After your flagship moves," implies you flagship must move before giving this ability to another ship.

"Performs and EXTRA," The word extra implies the ship must have already activated (moved) this phase. Other wise the wording would have read "target ship can immediately perform a white or green maneuver."


'Extra' could also simply imply it's in addition to the target ship's regular movement. That's why I directed the question to Andrew.

EDIT - Also, taking your interpretation further, the target ship would have to perform an 'extra' green maneuver if it previously performed a green maneuver or an 'extra' white maneuver if it previously performed a white maneuver.



I'm sorry I was wrong. I found the quote I remembered reading here it is:

Andrew Parks wrote:

delta_angelfire wrote:

One of my teammates pulled the craziest shenanigans on me today. I know it doesn't work but I just need to find out how many ways it doesn't work.

Flagship - "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

1a) Can this extra maneuver be given to someone who hasn't moved yet this round?
1b) This follows the usual restrictions of "after you move" correct? i.e. even if the ship moves again due to romulan pilot, you don't activate it again. (I know it doesn't work but for some reason I couldn't find it on the front page of the faq).

2) Can you activate 2 different romulan pilots on the same ship in the same turn? (I swear this was asked somewhere but I can't find the answer now).

Cochrane Deceleration Maneuver "Action: If you performed a (1 forward) Maneuver this round, discard this Upgrade to Come About (reverse direction). Place an Auxiliary Power Token beside your ship."

3a) Can you perform a 1 [forward], do another movement (like from In'Cha or Romulan pilot) and then activate Cochrane Deceleration Manever after that?
3b) Can you activate CDM later in a turn with an effect like "Martok"?

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

OP Tournament standing: There is some small contention that would be helpful with official ruling (if you can't give it, you'd know who could as the venue won't change it unless it's "official"):

5a) Admiral for a tournament is determined by Who won the tournament the previous month, or by currnet Cumulative Battle Points for the entire storyline OP?
5b) Winning the DS9 at the end of OP6 is determined by Cumulative Battle Points for the entire storyline OP, or only considers who wins OP6?


1a) Yes

1b) Each ship only becomes active once per round.

2) No, it is considered a "free Action" and you can't perform the same Action on the same ship twice in the same round.

3a) Yes
3b) Yes

4) Whenever your movement ends outside the play area, you are destroyed. Sensor Echo cannot save you.

5a) My understanding is that the Admiral is determined by who won the previous tournament.

5b) Again, it is my understanding that DS9 is won by the player with the most cumulative Battle Points at that venue after all 6 tournaments.

Andrew
Andrew Parks 14493774

rtsuk wrote:

To make things a little easier I put the digested FAQ that the Mac version of Space Dock creates up on the web for everyone. They are updated as of this morning and come in two flavors, Andrew's posts only and the full FAQ.

http://spacedock.funnyhatsoftware.com/andrew_faq.html

http://spacedock.funnyhatsoftware.com/full_faq.html

The formatting isn't that great but at least it's a single page and you can use the browser's search on it.

I'll try to keep it up to date but this would be a great task for a web app.


Thanks for this, I'll pop this onto the first page of the FAQ to replace the outdated link.
Andrew Parks 14493825

alepperd wrote:

If a ship captained by Maxwell Burke has an elite talent assigned to it (say through the use of the Federation flagship to add an elite talent slot) and I discard Burke for his effect, do I lose access to the elite talent after he is discarded?

Maxwell Burke Captain
ACTION: Discard this Card to gain +2 Attack Dice this round.


Yes.
Andrew Parks 14493867

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


I hopefully am not contradicting a prior ruling, but I do not believe the word "extra" requires you to have performed that activity already.
Harry Llama 14494080

swingk2121 wrote:

Andrew Parks wrote:

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


I hopefully am not contradicting a prior ruling, but I do not believe the word "extra" requires you to have performed that activity already.


Andrew, I thought the same as you just said until I read a prior ruling you made. See up a couple posts and read the quoted post or your reply.

If I'm reading correctly, both of Andrew's answers state the target ship is not required to have moved previously. Thank you both; it is getting progressively harder to find specific rulings.
swingk2121 14494147
Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?
delta_angelfire 14494267

Andrew Parks wrote:

Harry Llama wrote:

Magentawolf wrote:

The Independent (Dom) Flagship might not work as expected, due to the inclusion of the word 'extra' - I believe the ship in question must have already moved this round. (I'm not 100% positive on this part, so don't hurt me.)


Andrew, does the target ship need to have already moved in order to get the free move?

Flagship - Independent (Dominion on reverse side):
After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver.


I hopefully am not contradicting a prior ruling, but I do not believe the word "extra" requires you to have performed that activity already.

That is not a contradiction, it is how it was ruled previously.
STAW:flagships
http://boardgamegeek.com/article/14408182#14408182

Andrew Parks wrote:

delta_angelfire wrote:

One of my teammates pulled the craziest shenanigans on me today. I know it doesn't work but I just need to find out how many ways it doesn't work.

Flagship - "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

1a) Can this extra maneuver be given to someone who hasn't moved yet this round?


1a) Yes


Andrew
delta_angelfire 14494317

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).
Andrew Parks 14497146
The only time it might matter to determine a player's "Main Faction" is when adding Obstacles to a standard game. See page 22 of the full rules for more details.
prydain 14497591
Hi Andrew,

a) With the Independent flagship that adds one 'evade' action- does that allow a flagship to have two evade tokens next to it (one from the ship's regular action and one from the flagship card)?

b) Can a ship ever have two 'evade' tokens next to it (one from Martok for example)?

*EDIT*

c) What about the extra free Action from the Strike Force admiral's orders? Can that be used to have two 'evade' actions?

Thank you!


(Sorry if this was asked before, but I couldn't find it on the FAQ)
koku_ryu 14497742

prydain wrote:

Hi Andrew,

a) With the Independent flagship that adds one 'evade' action- does that allow a flagship to have two evade tokens next to it (one from the ship's regular action and one from the flagship card)?

b) Can a ship ever have two 'evade' tokens next to it (one from Martok for example)?


(Sorry if this was asked before, but I couldn't find it on the FAQ)



The same action cannot be performed more than once by the same ship in one round, this includes free actions.
The action from the flagship is the same as a standard evade action on a ships action bar.


Unless I'm forgetting a card, the only two ways to currently have multiple evade tokens is through the Data crew card or with the Disobey Orders elite talent.

Data: "Action: Place 2 Evade tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an evade action this round, even as a free action."

Disobey Orders: "You may discard this card at any time to replace 1 Evade, Scan, or Battlestations token that is beside your ship with 1 Evade, Scan, or Battlestations token."
fastback64 14498773

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.
rangarth 14498824

koku_ryu wrote:

prydain wrote:

Hi Andrew,

a) With the Independent flagship that adds one 'evade' action- does that allow a flagship to have two evade tokens next to it (one from the ship's regular action and one from the flagship card)?

b) Can a ship ever have two 'evade' tokens next to it (one from Martok for example)?


(Sorry if this was asked before, but I couldn't find it on the FAQ)



The same action cannot be performed more than once by the same ship in one round, this includes free actions.
The action from the flagship is the same as a standard evade action on a ships action bar.


Unless I'm forgetting a card, the only two ways to currently have multiple evade tokens is through the Data crew card or with the Disobey Orders elite talent.

Data: "Action: Place 2 Evade tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an evade action this round, even as a free action."

Disobey Orders: "You may discard this card at any time to replace 1 Evade, Scan, or Battlestations token that is beside your ship with 1 Evade, Scan, or Battlestations token."


You could always spend your evade token and then get another during the turn thru the use of "Captured Intelligence."

Before rolling your defense dice, if you do not have an [Evade] Token beside your ship, you may discard this card to place an [Evade] Token beside your ship. In addition, each time you defend during the round use this ability, roll 1 extra defense die.
bhosp 14500054

Ender02 wrote:

paulsk wrote:

When a condition for a card is based on a ship having performed a Green Maneuver, when (if ever) does this condition require that the ship dialed in a Green Maneuver, as opposed to dialing in a White Maneuver then performing a Green Maneuver by some other means?


Yes, but the effects are not cumulative. Meaning that you check;
"Did you perform a green maneuver this turn?"
"yes/no"
"If yes, you get +1 attack"

You do not get multiple +1's for performing multiple green maneuvers though.


Romulan Pilot + Engage are still amazing together, especially on the Valdore.


bhosp 14500092

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.
paulsk 14500603
FYI there seems to be an error in the FAQ regarding Suicide Attack.

FAQ Issue: Tech 3 says cloaked defense bonus does not apply to Suicide Attack. But these two posts say that it does:

http://boardgamegeek.com/article/13641679#13641679

http://boardgamegeek.com/article/13644268#13644268

Or was the decision changed later but not in response to a question in this thread?
Joe_Phelps 14500665
Does the Starfleet Headquarters Token receive +1 defense when fired upon from range 3?
davedujour 14500714

Joe_Phelps wrote:

Does the Starfleet Headquarters Token receive +1 defense when fired upon from range 3?


Yes. I asked this same question a few weeks ago. It's the "I'm firing at long range and might miss" defense.
Andrew Parks 14501148

paulsk wrote:

FYI there seems to be an error in the FAQ regarding Suicide Attack.

FAQ Issue: Tech 3 says cloaked defense bonus does not apply to Suicide Attack. But these two posts say that it does:

http://boardgamegeek.com/article/13641679#13641679

http://boardgamegeek.com/article/13644268#13644268

Or was the decision changed later but not in response to a question in this thread?


We later made a big announcement that these (and several other rulings on Suicide Attack) were re-evaluated. So the front page of the FAQ is accurate.
Harry Llama 14501203

bhosp wrote:

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.

It's a common theme in Star Trek to make quick alliances for various reasons. In Star Trek Nemesis for instance, Donatra commanding a fleet consisting of two Valdore Class warbirds fought to save the Federation from genocide at Shinzon's (technically Romulan) hands.

Picking a faction for Organized Play started with Heroclix Batman: No Man's Land. Just like Dominion War, players would pick a side to fight for, no matter what they were actually playing (Spider-Man could be played on behalf of Two Face) and the top players from the winning group won an additional prize, a Penguin character that could also be used as a resource. Choosing a faction is meant as another incentive to keep players engaged in the OP and it's not intended to be literally the main faction a player must play. i.e. "I want [chosen faction] to win the Dominion War" and not "you must play the [chosen faction] for 6 months straight".
swingk2121 14502263

Harry Llama wrote:

bhosp wrote:

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.

It's a common theme in Star Trek to make quick alliances for various reasons. In Star Trek Nemesis for instance, Donatra commanding a fleet consisting of two Valdore Class warbirds fought to save the Federation from genocide at Shinzon's (technically Romulan) hands.

Picking a faction for Organized Play started with Heroclix Batman: No Man's Land. Just like Dominion War, players would pick a side to fight for, no matter what they were actually playing (Spider-Man could be played on behalf of Two Face) and the top players from the winning group won an additional prize, a Penguin character that could also be used as a resource. Choosing a faction is meant as another incentive to keep players engaged in the OP and it's not intended to be literally the main faction a player must play. i.e. "I want [chosen faction] to win the Dominion War" and not "you must play the [chosen faction] for 6 months straight".


I was posing this question because I feel you can't run 4 Klingon ships and then say your faction is federation, or at least you shouldn't. But lets say you have one federation and three klingon can you know say your a federation faction.

I also realized re-reading the rules occasionally is important. I realized I had been playing that player initiative was determined by faction, but its determined by ship's faction. This becomes important when fleet builds are equal in points and captain skill is tied because its the ships faction that then determines initiative.
Andrew Parks 14502359

swingk2121 wrote:

Harry Llama wrote:

bhosp wrote:

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.

It's a common theme in Star Trek to make quick alliances for various reasons. In Star Trek Nemesis for instance, Donatra commanding a fleet consisting of two Valdore Class warbirds fought to save the Federation from genocide at Shinzon's (technically Romulan) hands.

Picking a faction for Organized Play started with Heroclix Batman: No Man's Land. Just like Dominion War, players would pick a side to fight for, no matter what they were actually playing (Spider-Man could be played on behalf of Two Face) and the top players from the winning group won an additional prize, a Penguin character that could also be used as a resource. Choosing a faction is meant as another incentive to keep players engaged in the OP and it's not intended to be literally the main faction a player must play. i.e. "I want [chosen faction] to win the Dominion War" and not "you must play the [chosen faction] for 6 months straight".


I was posing this question because I feel you can't run 4 Klingon ships and then say your faction is federation, or at least you shouldn't. But lets say you have one federation and three klingon can you know say your a federation faction.

I also realized re-reading the rules occasionally is important. I realized I had been playing that player initiative was determined by faction, but its determined by ship's faction. This becomes important when fleet builds are equal in points and captain skill is tied because its the ships faction that then determines initiative.


If you are interested in determining your Main Faction for thematic purposes, take a look at the rules I mentioned above on page 22 for adding obstacles to a standard game.

Essentially, your Main Faction for the purposes of those rules is the faction on your most expensive ship (including all associated cards). So in your example, if your most expensive ship was Federation and the 3 Klingons were support ships, you would be a Federation fleet. cool

Andrew
davedujour 14502451

swingk2121 wrote:

Harry Llama wrote:

bhosp wrote:

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.

It's a common theme in Star Trek to make quick alliances for various reasons. In Star Trek Nemesis for instance, Donatra commanding a fleet consisting of two Valdore Class warbirds fought to save the Federation from genocide at Shinzon's (technically Romulan) hands.

Picking a faction for Organized Play started with Heroclix Batman: No Man's Land. Just like Dominion War, players would pick a side to fight for, no matter what they were actually playing (Spider-Man could be played on behalf of Two Face) and the top players from the winning group won an additional prize, a Penguin character that could also be used as a resource. Choosing a faction is meant as another incentive to keep players engaged in the OP and it's not intended to be literally the main faction a player must play. i.e. "I want [chosen faction] to win the Dominion War" and not "you must play the [chosen faction] for 6 months straight".


I was posing this question because I feel you can't run 4 Klingon ships and then say your faction is federation, or at least you shouldn't. But lets say you have one federation and three klingon can you know say your a federation faction.

I also realized re-reading the rules occasionally is important. I realized I had been playing that player initiative was determined by faction, but its determined by ship's faction. This becomes important when fleet builds are equal in points and captain skill is tied because its the ships faction that then determines initiative.


Faction declaration in the OP Events doesn't really matter. It's supposed to determine who gets the extra support things (the wormhole and self-replicating mine tokens from OP1 for example), but it doesn't restrict what faction of ships you can play from one month to the next. Unless the TO says otherwise. If I understand Teri's videos correctly, her store requires 100% faction purity. If you declare Dominion there you can only play Dominion & Independent ships, crew, & captains. I haven't heard of any other place doing that.

I've played all 4 main factions, and a Ferengi, at the different stores in different months. I play at 5 stores now and have declared all 4 factions. I actually can't remember which faction I've declared where anymore.
Harry Llama 14502540

davedujour wrote:

swingk2121 wrote:

Harry Llama wrote:

bhosp wrote:

fastback64 wrote:

delta_angelfire wrote:

swingk2121 wrote:

Question about determining faction.

If your playing a mixed faction fleet, how do you determine faction. Is it by highest skilled captain or maybe by the the faction with the most ships?


There is no such thing as a "fleet faction". You as a player can declare your "fleet" to be any "faction" you wish in regards to the OP tournament. Everything else that keys off of factions (like squad building penalties) is determined on a per-ship basis (separate from all other ships).


One of the venues I play at requires at least 51 points of your 100 point build to be your declared faction. It seemed silly to be flying two Romulan and one Fed ship and declare Klingon as a faction just to win for that faction that month.


I just always declare Dominion as my faction because the weird alliances make more sense if some of the captains are actually Changeling Infiltrators.

It's a common theme in Star Trek to make quick alliances for various reasons. In Star Trek Nemesis for instance, Donatra commanding a fleet consisting of two Valdore Class warbirds fought to save the Federation from genocide at Shinzon's (technically Romulan) hands.

Picking a faction for Organized Play started with Heroclix Batman: No Man's Land. Just like Dominion War, players would pick a side to fight for, no matter what they were actually playing (Spider-Man could be played on behalf of Two Face) and the top players from the winning group won an additional prize, a Penguin character that could also be used as a resource. Choosing a faction is meant as another incentive to keep players engaged in the OP and it's not intended to be literally the main faction a player must play. i.e. "I want [chosen faction] to win the Dominion War" and not "you must play the [chosen faction] for 6 months straight".


I was posing this question because I feel you can't run 4 Klingon ships and then say your faction is federation, or at least you shouldn't. But lets say you have one federation and three klingon can you know say your a federation faction.

I also realized re-reading the rules occasionally is important. I realized I had been playing that player initiative was determined by faction, but its determined by ship's faction. This becomes important when fleet builds are equal in points and captain skill is tied because its the ships faction that then determines initiative.


Faction declaration in the OP Events doesn't really matter. It's supposed to determine who gets the extra support things (the wormhole and self-replicating mine tokens from OP1 for example), but it doesn't restrict what faction of ships you can play from one month to the next. Unless the TO says otherwise. If I understand Teri's videos correctly, her store requires 100% faction purity. If you declare Dominion there you can only play Dominion & Independent ships, crew, & captains. I haven't heard of any other place doing that.

I've played all 4 main factions, and a Ferengi, at the different stores in different months. I play at 5 stores now and have declared all 4 factions. I actually can't remember which faction I've declared where anymore.

Venues can choose to ignore this but included in the directions for running each Dominion War event is the following statement:

"Prior to the event, players will “declare their allegiance” to one of the four Dominion War Factions: Federation, Klingon, Romulan or Dominion. They are now fighting for victory on behalf of their Faction. NOTE: Players are not required to play ships/cards of their chosen Faction."

Found here (Month 6's instructions): http://wizkidsgames.com/wp-content/uploads/2013/12/71263-Jud...
Joe_Phelps 14502895
That's what I thought too. Thanks for the quick reply.
prydain 14503383

prydain wrote:

Hi Andrew,

a) With the Independent flagship that adds one 'evade' action- does that allow a flagship to have two evade tokens next to it (one from the ship's regular action and one from the flagship card)?

b) Can a ship ever have two 'evade' tokens next to it (one from Martok for example)?

*EDIT*

c) What about the extra free Action from the Strike Force admiral's orders? Can that be used to have two 'evade' actions?

Thank you!

---
Hi Andrew,

So it's it accurate to say the Flagship cards and the admiral orders cannot be used ti give a ship two evade tokens?

Thanks!
delta_angelfire 14503651

koku_ryu wrote:

prydain wrote:

Hi Andrew,

a) With the Independent flagship that adds one 'evade' action- does that allow a flagship to have two evade tokens next to it (one from the ship's regular action and one from the flagship card)?

b) Can a ship ever have two 'evade' tokens next to it (one from Martok for example)?


(Sorry if this was asked before, but I couldn't find it on the FAQ)



The same action cannot be performed more than once by the same ship in one round, this includes free actions.
The action from the flagship is the same as a standard evade action on a ships action bar.


Unless I'm forgetting a card, the only two ways to currently have multiple evade tokens is through the Data crew card or with the Disobey Orders elite talent.

Data: "Action: Place 2 Evade tokens beside your ship and reduce your total attack dice by 2 this round. You cannot perform an evade action this round, even as a free action."

Disobey Orders: "You may discard this card at any time to replace 1 Evade, Scan, or Battlestations token that is beside your ship with 1 Evade, Scan, or Battlestations token."

This answer was thumbed up by Andrew. Consider it as official as if he had wrote it himself.
anyGould 14504673

prydain wrote:


So it's it accurate to say the Flagship cards and the admiral orders cannot be used ti give a ship two evade tokens?


Unless you can get it through two different action *types*, yes.

E.g. I can't use Battle Stations as my action and then use a free action to Battle Stations again. But I use Alexander to gain a Battle Stations token, and then use my action to Battle Stations.

swingk2121 14506243

anyGould wrote:

prydain wrote:


So it's it accurate to say the Flagship cards and the admiral orders cannot be used ti give a ship two evade tokens?


Unless you can get it through two different action *types*, yes.

E.g. I can't use Battle Stations as my action and then use a free action to Battle Stations again. But I use Alexander to gain a Battle Stations token, and then use my action to Battle Stations.



The difference is in the language. Things like Alexander or Romulan Pilot say place a token instead of "take" an action. So you can take and action and place.
DonMegel 14507395
Question about Magnetic Pulse. Do normal hits still damage shields? Can it be fired from the rear arc?
Magentawolf 14507426

DonMegel wrote:

Question about Magnetic Pulse. Do normal hits still damage shields? Can it be fired from the rear arc?


Standard hits will affect shields as usual.

This weapon does not allow you to fire from a rear arc, so you may not.
DonMegel 14507461
When a card reads "target a ship that has no active shields and is not cloaked" when does a vessel count as "not cloaked"? Would it be when the token is flipped or when there is no token?
Roynaldo 14507540
With the United Forces Admiral's Orders can I equip upgrades that can only be purchased for specific ships or is it like the Reinforcements Sideboard. For example could I equip Suicide Attack to the 5th Wing Patrol Ship.
paulsk 14507585

DonMegel wrote:

When a card reads "target a ship that has no active shields and is not cloaked" when does a vessel count as "not cloaked"? Would it be when the token is flipped or when there is no token?


Ships with red cloak tokens are cloaked. The red is just a reminder to indicate what will happen to the token later.
Andrew Parks 14507805

Roynaldo wrote:

With the United Forces Admiral's Orders can I equip upgrades that can only be purchased for specific ships or is it like the Reinforcements Sideboard. For example could I equip Suicide Attack to the 5th Wing Patrol Ship.


United Force only checks for the faction.
DonMegel 14509991
Another magnetic pulse question. IF there are no shields, will it damage the hull as normal?
Ender02 14510058

DonMegel wrote:

Question about Magnetic Pulse. Do normal hits still damage shields? Can it be fired from the rear arc?


Yes, normal hits count as normal, criticals hits ignore shields if any are remaining.
No, this weapon cannot be fired from a rear arc. All weapons that can be fired from a rear arc are listed as such in their description.
DonMegel 14510072
Without needing a target lock I don't see why more ships don't use this weapon
delta_angelfire 14511156

DonMegel wrote:

Without needing a target lock I don't see why more ships don't use this weapon

Firing it requires you to disable 1 active shield. this means it cannot be fired while cloaked or after you've taken too much damage.
zoarbce 14513767
When in comes the Interphase Generator, I would have to disagree with the current ruling.

Argument: The card states: "When defending while you are Cloaked, you may discard this card after all dice have been rolled to REDUCE THE DAMAGE from a single attack to exactly 1 hit"

Logic: The amount of hits shown on the board is not the amount of damage. You do not know how much damage you have taken UNTIL you have used the evade dice to cancel the attack dice, therefore you can not use the evade dice again.

delta_angelfire 14513935
Your objection has already been addressed with official errata.

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


Wizkids and the Designers are not CCG makers. They do not have the same experience, quality control, or rules lawyers in house to standardize their wordings like other games do. Maybe in a few months or years if the game is still popular enough, they will.
H00D4M4N 14514292

zoarbce wrote:

When in comes the Interphase Generator, I would have to disagree with the current ruling.

Argument: The card states: "When defending while you are Cloaked, you may discard this card after all dice have been rolled to REDUCE THE DAMAGE from a single attack to exactly 1 hit"

Logic: The amount of hits shown on the board is not the amount of damage. You do not know how much damage you have taken UNTIL you have used the evade dice to cancel the attack dice, therefore you can not use the evade dice again.



Andrew has already stated that "damage" shouldn't be there. Besides, it says "reduce the damage to exactly one hit." That's proof enough that there is something amiss in the wording because if it was meant to be as you say then it would say "damage is reduced to one." The word "hit" completes the sentence, and hits can be canceled.
Harry Llama 14515641
If two Cloaked Mines are placed where the areas of effect overlap and a ship moves inbetween the two minefield tokens then immediately performs a Sensor Echo to move past them, do you still roll for damage? We decided to roll for damage because the ship had to pass through the minefields to get to it's endpoint but it also conflicts with the ruling that you can Sensor Echo out of a minefield to avoid taking damage.

Cloaked Mines: "During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice."
delta_angelfire 14515891
I'm not sure what ruling you're referring to. if it's this one:
http://boardgamegeek.com/article/13848469#13848469

then you have misread the intent of it. Sensor echo does not stop you from taking mine damage. It was explaining that you won't take damage from the same mine twice in a turn.

the only others I found were similar:
http://boardgamegeek.com/article/13845040#13845040
http://boardgamegeek.com/article/13845022#13845022

There is one case where you end your movement *outside* of a minefiled, then sensor echo to another location *outside* of a minefield. In this case, if your sensor echo template overlapped the area of effect, but your base did not (neither at the beginning or end of the echo) that is the only case you would not take damage.
keokiyoung 14517197
I have a question about Secondary Torpedo Launcher. The card reads:

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 attack die. You do not need to spend a second target lock to make this extra attack."

Is this -1 attack die applied to the 4 attack value printed on the Secondary Torpedo Launcher card, or the attack value on the Photon or Quantum Torpedoes card used in the initial attack?
H00D4M4N 14517257

keokiyoung wrote:

I have a question about Secondary Torpedo Launcher. The card reads:

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 attack die. You do not need to spend a second target lock to make this extra attack."

Is this -1 attack die applied to the 4 attack value printed on the Secondary Torpedo Launcher card, or the attack value on the Photon or Quantum Torpedoes card used in the initial attack?


-1 on the printed attack value of the Secondary Torpedo Launcher. It says "this weapon."
delta_angelfire 14518539
Can I activate multiple "after you move" cards in the same turn (Like Martok and Romulan Pilot)?

If so, can I activate Romulan Pilot before I activate Martok's Ability i.e. I take the additional maneuver, then trigger Martok's ability (I'm not trying to use it twice, I'm trying to use it for the first time)?

Pilot: "After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."
XanderF 14518715
Sanity check on something - the antimatter mine rulings indicate you cannot spend tokens to modify their attacks, but abilities that modify attack dice DIRECTLY do work in the case of mines being fired onto a ship.

I assume this applies to Hobbson?

Action: Gain +1 attack die when firing at a cloaked ship


...no token, just a modifier to attack. So if I activated Hobbson when I mined someone, I'd get that +1 attack to the minefield?
SteRT 14518798

Can I activate multiple "after you move" cards in the same turn (Like Martok and Romulan Pilot)?

If so, can I activate Romulan Pilot before I activate Martok's Ability i.e. I take the additional maneuver, then trigger Martok's ability (I'm not trying to use it twice, I'm trying to use it for the first time)?

Pilot: "After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."


The trigger for the ability is after you move. Both abilities in effect occur simultaneously which means you can do them in any order you like.

However, because, the effect of the Romulan Pilot has an immediate move it would prevent you from using Martok as the ship has moved on from it's "after you move" timing.

Whereas as Martok's effect is passed to another ship you can still use the Romulan Pilot's ability as the ship is still at the "After you move" point in it's activation.

This is consistent with Actions where all Actions occur simultaneously you may choose the order in which you do them. The best analogy would be Picard and Engage. If you do Engage first part of it's effect stops you from doing Picard's action; so you have to do Picard followed by Engage.
SteRT 14518818

XanderF wrote:

Sanity check on something - the antimatter mine rulings indicate you cannot spend tokens to modify their attacks, but abilities that modify attack dice DIRECTLY do work in the case of mines being fired onto a ship.

I assume this applies to Hobbson?

Action: Gain +1 attack die when firing at a cloaked ship


...no token, just a modifier to attack. So if I activated Hobbson when I mined someone, I'd get that +1 attack to the minefield?


Yes (The short answer)whistle
XanderF 14518852
And another...

As it was previously ruled that "antiproton scan" (If a [scan] token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields) has no interaction with "artificial quantum singularity" (While your ship is cloaked, you may roll your full defense dice in spite of the presence of an opposing ship's [scan] token) because it isn't USING the token, just checking to see if the token is present or not for its unrelated-to-the-token bonus...

I assume that would apply to antimatter mines dropped on an enemy ship, as well? Again, given the ruling that only token-specific modifiers do not apply, and regular attack modifiers DO (and given previous precedent on the antiproton scan vs AQS, an attack modifier that checks for a token but doesn't COME FROM that token is not considered a token-specific modifier).

Thus, a ship dropping antimatter mines ON a target, with an antiproton scan equipped, also gets a +1 attack?
Harry Llama 14518933

delta_angelfire wrote:

I'm not sure what ruling you're referring to. if it's this one:
http://boardgamegeek.com/article/13848469#13848469

then you have misread the intent of it. Sensor echo does not stop you from taking mine damage. It was explaining that you won't take damage from the same mine twice in a turn.

the only others I found were similar:
http://boardgamegeek.com/article/13845040#13845040
http://boardgamegeek.com/article/13845022#13845022

There is one case where you end your movement *outside* of a minefiled, then sensor echo to another location *outside* of a minefield. In this case, if your sensor echo template overlapped the area of effect, but your base did not (neither at the beginning or end of the echo) that is the only case you would not take damage.

There's a lot of back and forth posts on the topic, looks like I misunderstood the post about performing a Sensor Echo past the Cloaked Mines: http://boardgamegeek.com/article/13828653#13828653

If a ship can Sensor Echo between the narrow point of two Cloaked Minefields (at just under range 2 from each other) would it roll for damage?
delta_angelfire 14519674

SteRT wrote:


Can I activate multiple "after you move" cards in the same turn (Like Martok and Romulan Pilot)?

If so, can I activate Romulan Pilot before I activate Martok's Ability i.e. I take the additional maneuver, then trigger Martok's ability (I'm not trying to use it twice, I'm trying to use it for the first time)?

Pilot: "After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."


The trigger for the ability is after you move. Both abilities in effect occur simultaneously which means you can do them in any order you like.

However, because, the effect of the Romulan Pilot has an immediate move it would prevent you from using Martok as the ship has moved on from it's "after you move" timing.

Whereas as Martok's effect is passed to another ship you can still use the Romulan Pilot's ability as the ship is still at the "After you move" point in it's activation.

This is consistent with Actions where all Actions occur simultaneously you may choose the order in which you do them. The best analogy would be Picard and Engage. If you do Engage first part of it's effect stops you from doing Picard's action; so you have to do Picard followed by Engage.


With all due respect, you're making up rulings with no precedent. There's a reason I came to ask this on the faq. There are two possibilities here: Either you can activate multiple abilities off the same trigger and then they resolve (i.e. a "chain" or "stack") or you must completely activate -and- resolve their abilities in sequence.

Your example is flawed because you are not using passively triggered abilities, you are actively performing actions which MUST be done in sequence and never occur "simultaneously". A closer example is what happens when I Stab at Thee and Cheat Death occur at the same time, however, since Cheat Death does not retroactively prevent your ships destruction (it reverses it) the fact that your ship was destroyed is still a valid trigger wether the abilities are place in a "stack" or in sequence.

These rules are made clear in CCG's like Magic or Yugioh, but have never needed to be addressed in Attack Wing before. Only Andrew can clarify this issue.
delta_angelfire 14519701

Harry Llama wrote:

delta_angelfire wrote:

I'm not sure what ruling you're referring to. if it's this one:
http://boardgamegeek.com/article/13848469#13848469

then you have misread the intent of it. Sensor echo does not stop you from taking mine damage. It was explaining that you won't take damage from the same mine twice in a turn.

the only others I found were similar:
http://boardgamegeek.com/article/13845040#13845040
http://boardgamegeek.com/article/13845022#13845022

There is one case where you end your movement *outside* of a minefiled, then sensor echo to another location *outside* of a minefield. In this case, if your sensor echo template overlapped the area of effect, but your base did not (neither at the beginning or end of the echo) that is the only case you would not take damage.

There's a lot of back and forth posts on the topic, looks like I misunderstood the post about performing a Sensor Echo past the Cloaked Mines: http://boardgamegeek.com/article/13828653#13828653

If a ship can Sensor Echo between the narrow point of two Cloaked Minefields (at just under range 2 from each other) would it roll for damage?


Your situation is still to unclear without an image. As a general rule, please consider this rephrasing: If at any time during your turn, your base or any of your movement templates (EXCEPT templates used when sensor echoing) overlap a mine area, the you take damage from the mines.
delta_angelfire 14519722

XanderF wrote:

And another...

As it was previously ruled that "antiproton scan" (If a [scan] token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields) has no interaction with "artificial quantum singularity" (While your ship is cloaked, you may roll your full defense dice in spite of the presence of an opposing ship's [scan] token) because it isn't USING the token, just checking to see if the token is present or not for its unrelated-to-the-token bonus...

I assume that would apply to antimatter mines dropped on an enemy ship, as well? Again, given the ruling that only token-specific modifiers do not apply, and regular attack modifiers DO (and given previous precedent on the antiproton scan vs AQS, an attack modifier that checks for a token but doesn't COME FROM that token is not considered a token-specific modifier).

Thus, a ship dropping antimatter mines ON a target, with an antiproton scan equipped, also gets a +1 attack?


STAW:Antimatter Mines
Mr Spock and Dmitri Valtane use the same [scan] token trigger, what is different about the situation that makes you believe APScan would not work as well?


...no token, just a modifier to attack. So if I activated Hobbson when I mined someone, I'd get that +1 attack to the minefield?

This is essentially the same as using Donatra or Montgomery Scott, and both of their effects apply just fine.
Harry Llama 14520994

delta_angelfire wrote:

Harry Llama wrote:

delta_angelfire wrote:

I'm not sure what ruling you're referring to. if it's this one:
http://boardgamegeek.com/article/13848469#13848469

then you have misread the intent of it. Sensor echo does not stop you from taking mine damage. It was explaining that you won't take damage from the same mine twice in a turn.

the only others I found were similar:
http://boardgamegeek.com/article/13845040#13845040
http://boardgamegeek.com/article/13845022#13845022

There is one case where you end your movement *outside* of a minefiled, then sensor echo to another location *outside* of a minefield. In this case, if your sensor echo template overlapped the area of effect, but your base did not (neither at the beginning or end of the echo) that is the only case you would not take damage.

There's a lot of back and forth posts on the topic, looks like I misunderstood the post about performing a Sensor Echo past the Cloaked Mines: http://boardgamegeek.com/article/13828653#13828653

If a ship can Sensor Echo between the narrow point of two Cloaked Minefields (at just under range 2 from each other) would it roll for damage?


Your situation is still to unclear without an image. As a general rule, please consider this rephrasing: If at any time during your turn, your base or any of your movement templates (EXCEPT templates used when sensor echoing) overlap a mine area, the you take damage from the mines.

If a ship is on one side of two overlapping Cloaked Mines (location A - not in the minefield) and uses Sensor Echo to pass through them (location B - not in the minefield), does it roll for damage?

______A
CM1-----\-----CM2
________B
delta_angelfire 14521138
No, you should not have to roll for damage in that case (and in fact should be commended for exceptionally difficult maneuvering, those are really tight quarters!)
Andrew Parks 14521231

delta_angelfire wrote:

Can I activate multiple "after you move" cards in the same turn (Like Martok and Romulan Pilot)?

If so, can I activate Romulan Pilot before I activate Martok's Ability i.e. I take the additional maneuver, then trigger Martok's ability (I'm not trying to use it twice, I'm trying to use it for the first time)?

Pilot: "After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."


As long as you haven't moved onto the Perform Actions step, you may perform multiple "after you move" activities.
Andrew Parks 14521250

XanderF wrote:

And another...

As it was previously ruled that "antiproton scan" (If a [scan] token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields) has no interaction with "artificial quantum singularity" (While your ship is cloaked, you may roll your full defense dice in spite of the presence of an opposing ship's [scan] token) because it isn't USING the token, just checking to see if the token is present or not for its unrelated-to-the-token bonus...

I assume that would apply to antimatter mines dropped on an enemy ship, as well? Again, given the ruling that only token-specific modifiers do not apply, and regular attack modifiers DO (and given previous precedent on the antiproton scan vs AQS, an attack modifier that checks for a token but doesn't COME FROM that token is not considered a token-specific modifier).

Thus, a ship dropping antimatter mines ON a target, with an antiproton scan equipped, also gets a +1 attack?


Yes.
zoarbce 14522354

delta_angelfire wrote:

Your objection has already been addressed with official errata.

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


Wizkids and the Designers are not CCG makers. They do not have the same experience, quality control, or rules lawyers in house to standardize their wordings like other games do. Maybe in a few months or years if the game is still popular enough, they will.


Would this ruling now make the Energy Dissipater (ED) impossible against someone with an Interphase Generator (IG)? The purpose of the ED is to bring them out of cloak and unable to use the IG.
Some say that the ED would still work because it does not do damage, but you have pointed out that the IG is not about damage. What would the ruling be in this case?
Andrew Parks 14522469
FYI: We have updated the front page with a revised ruling on Interphase Generator.

For more info: http://www.boardgamegeek.com/article/14522431#14522431

Andrew
sarah_elton 14524892

Andrew Parks wrote:

delta_angelfire wrote:

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

4) Whenever your movement ends outside the play area, you are destroyed. Sensor Echo cannot save you.


I think my question has already been answered by the above, but I want to double-check...

Can you move through the outside of the play area during your maneuver, so long as you END your movement back inside it?

E.g. you're at a 45 degree angle to the edge of the area (facing it). You do a 90 degree turn maneuver and fly in an arc out of space and back in. Is this allowed?

From Andrew's answer above, I assume the answer is yes?
swingk2121 14525382

sarah_elton wrote:

Andrew Parks wrote:

delta_angelfire wrote:

4) When a ship is moving, when is it determined to be outside the play area after it's revealed movement? If I do a turn and end up off of the play area, can I sensor echo back into the play area?

4) Whenever your movement ends outside the play area, you are destroyed. Sensor Echo cannot save you.


I think my question has already been answered by the above, but I want to double-check...

Can you move through the outside of the play area during your maneuver, so long as you END your movement back inside it?

E.g. you're at a 45 degree angle to the edge of the area (facing it). You do a 90 degree turn maneuver and fly in an arc out of space and back in. Is this allowed?

From Andrew's answer above, I assume the answer is yes?


As long as the ship base lands completely inside the play area you are fine. The movement template can go outside the play area.

If at any time a move, when completed, makes part of your ship base stick outside the play areas it is remove from play (destroyed).

See page 18 of rule book "fleeing the battlefield"
Zelladir 14527907
A question came up on the Captured Intelligence Card at our OP today.

The card reads as such:

"Before rolling your defense dice, if you do not have an [EVASIVE] Token beside your ship, you may discard this card to place an [EVASIVE] Token beside your ship. In addition, each time you defend during the round use this ability, roll 1 extra defense die." (That is a direct quote, checked for typos)

What some were saying is that regardless of wether you discard the card to get the evade token, you always got the 1 extra defense die. So essentially it was just a 3sp additional die on that ship the entire game.

I always understood the card to be one effect, you discard it, you get an evade token and an extra die for the rest of the round it was used on. it's a one time use for both things.

The think the card SHOULD have read at the end "... In addition, each time you defend during the round YOU use this ability, roll 1 extra defense die." which would clarify it grammatically at least.

Could I get an 'official' ruling on this card to point folks to?
H00D4M4N 14528101

Zelladir wrote:

A question came up on the Captured Intelligence Card at our OP today.

The card reads as such:

"Before rolling your defense dice, if you do not have an [EVASIVE] Token beside your ship, you may discard this card to place an [EVASIVE] Token beside your ship. In addition, each time you defend during the round use this ability, roll 1 extra defense die." (That is a direct quote, checked for typos)

What some were saying is that regardless of wether you discard the card to get the evade token, you always got the 1 extra defense die. So essentially it was just a 3sp additional die on that ship the entire game.

I always understood the card to be one effect, you discard it, you get an evade token and an extra die for the rest of the round it was used on. it's a one time use for both things.

The think the card SHOULD have read at the end "... In addition, each time you defend during the round YOU use this ability, roll 1 extra defense die." which would clarify it grammatically at least.

Could I get an 'official' ruling on this card to point folks to?


You are correct. The card just wasn't proofread. The ship discards it to get an evade token plus +1 defense die every time it defends in that round.
rangarth 14529502

zoarbce wrote:

delta_angelfire wrote:

Your objection has already been addressed with official errata.

Andrew Parks wrote:

To summarize pages 71 & 72 of the FAQ:

The wording on Interphase Generator sucks. We know this. laugh

I agree 100% that the word "damage" should not have been used on this card. Consider the word dragged out to the curb and beaten thoroughly with a stick.

We freely admit that the wording on some of the cards is ambiguous, and that is why rule on them in the FAQ.


Wizkids and the Designers are not CCG makers. They do not have the same experience, quality control, or rules lawyers in house to standardize their wordings like other games do. Maybe in a few months or years if the game is still popular enough, they will.


Would this ruling now make the Energy Dissipater (ED) impossible against someone with an Interphase Generator (IG)? The purpose of the ED is to bring them out of cloak and unable to use the IG.
Some say that the ED would still work because it does not do damage, but you have pointed out that the IG is not about damage. What would the ruling be in this case?


With the new ruling even if the IG is used against the ED it would still get one hit thru which would place the ED token beside the ship and all effects go off.
Ender02 14529551
I think it was kind of implied (which never ends well in rules arguments) that the "In Addition" part was "In Addition to discarding this card for the above effect". Since you can only discard a card once, that kind of limits it to a one use thing. I can see where the misunderstanding might occur due to the wording though.
charles_skrobis 14530268
The TOS Enterprise:

"The USS Enterprise can preform an action listed on its action bar while it has an auxiliary power token."

Does this mean it can take free actions that are the same as the ones listed on its action bar? (Namely with piccard or flagships.) (Mainly because a TO is ruling it gets all those actions, and the TOS Enterprise with 3 actions while on Auxiliary Power seems crazy.)
Mordaenor 14530476
I need a quick summary of what can and can't effect the OWP's and PDT's as they represented in the OP Events.

If I'm reading the various FAQ rulings correctly would the following be an accurate statement?

PDT's and OWP's can be targetted by any thing that could target an opposing ship BUT any effect that would involve actual damage (i.e. would involve eliminating Shields and dealing Damage cards) has no effect.
delta_angelfire 14530663

charles_skrobis wrote:

The TOS Enterprise:

"The USS Enterprise can preform an action listed on its action bar while it has an auxiliary power token."

Does this mean it can take free actions that are the same as the ones listed on its action bar? (Namely with piccard or flagships.) (Mainly because a TO is ruling it gets all those actions, and the TOS Enterprise with 3 actions while on Auxiliary Power seems crazy.)


It has to specifically be the ship's action bar and not just duplicating an action that happens to be on the action bar. Picard does not use the ship's action bar so you would not get an extra action from him. Flagships DO use the ship action bar so you could get an extra action from that. Strike Force and Martok could also potentially give it another action, but those are the only ones I know of that would work.

Mordaenor wrote:

I need a quick summary of what can and can't effect the OWP's and PDT's as they represented in the OP Events.

If I'm reading the various FAQ rulings correctly would the following be an accurate statement?

PDT's and OWP's can be targetted by any thing that could target an opposing ship BUT any effect that would involve actual damage (i.e. would involve eliminating Shields and dealing Damage cards) has no effect.

That is pretty much it in a nutshell. They take all secondary effects that are not damage (like not attacking if hit with Energy Dissipator, or having reduced attack from EMPulse).
Andrew Parks 14532613
A couple of important clarifications were added to the FAQ today regarding free Actions. These are old rulings but they seem to come up often.

Andrew
swingk2121 14535798
I know this may not be an answerable question but do we know when they will be releasing the February Admiral's orders (Seeing as this month is almost half over). I only ask so that those of us who want to start preparing for next months Organized Play event can start planning our fleet builds.

Thank you
Ender02 14535812

swingk2121 wrote:

I know this may not be an answerable question but do we know when they will be releasing the February Admiral's orders (Seeing as this month is almost half over). I only ask so that those of us who want to start preparing for next months Organized Play event can start planning our fleet builds.

Thank you

Check the Wizkids website, there isn't going to be February AO's. They are checking with venues that ran them in the January OP to get feedback and see if they will continue in March and future events.


http://wizkidsgames.com/blog/2014/01/08/star-trek-attack-win...
Mr S Baldrick 14537760
Can you use the extra 10 points from the United Force Admiral's Order for resources? I have seen people say yes and no so just looking for a little clarification.
Thanks.
swingk2121 14538048

Mr S Baldrick wrote:

Can you use the extra 10 points from the United Force Admiral's Order for resources? I have seen people say yes and no so just looking for a little clarification.
Thanks.

OP
United force specifically mentions upgrades for your ships meaning cards attaching to your ship. Read number 1 again.
koku_ryu 14538059

Mr S Baldrick wrote:

Can you use the extra 10 points from the United Force Admiral's Order for resources? I have seen people say yes and no so just looking for a little clarification.
Thanks.


My reading on the Order says no.

The United Force order specifically says the 10 points are for Upgrades.
Upgrades are Elite Talents, Tech, Weapons, and Crew.
H00D4M4N 14540466
Is it possible to get a clarification added to the FAQ for the independent flagship that gives a second action?

Text: After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round.

This could be read two ways:

1. A second action - one that must be from its Action Bar.

2. A second action listed on its Action Bar.

This is important because if it's #2 (as worded on the card), then say if a ship with Picard moves first and actions are as follows: Battle Stations (Picard's action bar action) and Target Lock (ship's Action Bar action), you technically should be able to have Kirk on that Flaghship give Picard's ship a "second" action listed on it's Action Bar as it has only taken one action from its Action Bar (the first was from Picard's bar).

Likewise, if you take one action from a particular ship's Action Bar (we'll say Scan) and that ship is able to take another action somehow and does something that's not on the Action Bar (we'll say O'Brien), then again, technically this ship has only performed one action from its Action Bar so it should be allowed to take a second action listed on its Action Bar as granted by the Flaghship.

Worded as is, both of these cases I listed above should be legal, and if it's not meant to work that way then it needs to be clarified. Either way, it probably should be in the FAQ.
anyGould 14540543

koku_ryu wrote:

Mr S Baldrick wrote:

Can you use the extra 10 points from the United Force Admiral's Order for resources? I have seen people say yes and no so just looking for a little clarification.
Thanks.


My reading on the Order says no.

The United Force order specifically says the 10 points are for Upgrades.
Upgrades are Elite Talents, Tech, Weapons, and Crew.


And from a tournament perspective, you would much rather get 10 free points of on-ship upgrades and spend 10 build points on the resource. The opponent only scores the resource if they wipe you out, while they score nothing at all for the free upgrades.
XanderF 14541308
Question on Jarok's ability.

Card reads:
Action: Discard your [Elite Talent] Upgrade to target a ship at Range 1-2. Neither of your ships may attack each other this round.


What if, via a 'flagship' resource, he has *two* upgrades? As the card doesn't say 'discard ONE [Elite Talent] Upgrade', does he need to discard both to use his ability? (Of course, it doesn't say "discard all [Elite Talent] Upgrades", either)
Magentawolf 14541823

H00D4M4N wrote:

Is it possible to get a clarification added to the FAQ for the independent flagship that gives a second action?

Text: After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round.

This could be read two ways:

1. A second action - one that must be from its Action Bar.

2. A second action listed on its Action Bar.

This is important because if it's #2 (as worded on the card), then say if a ship with Picard moves first and actions are as follows: Battle Stations (Picard's action bar action) and Target Lock (ship's Action Bar action), you technically should be able to have Kirk on that Flaghship give Picard's ship a "second" action listed on it's Action Bar as it has only taken one action from its Action Bar (the first was from Picard's bar).

Likewise, if you take one action from a particular ship's Action Bar (we'll say Scan) and that ship is able to take another action somehow and does something that's not on the Action Bar (we'll say O'Brien), then again, technically this ship has only performed one action from its Action Bar so it should be allowed to take a second action listed on its Action Bar as granted by the Flaghship.

Worded as is, both of these cases I listed above should be legal, and if it's not meant to work that way then it needs to be clarified. Either way, it probably should be in the FAQ.


You asked this back in December, and Andrew answered. The free action granted by the flagship must be the second action that a ship takes. If that ship has already taken 0, 2, or more Actions (of any sort), then the flagship cannot grant one to that ship.

The free action granted must then come from that ships' action bar.
delta_angelfire 14541879
http://boardgamegeek.com/article/14330055#14330055

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.
H00D4M4N 14542427

Magentawolf wrote:

H00D4M4N wrote:

Is it possible to get a clarification added to the FAQ for the independent flagship that gives a second action?

Text: After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round.

This could be read two ways:

1. A second action - one that must be from its Action Bar.

2. A second action listed on its Action Bar.

This is important because if it's #2 (as worded on the card), then say if a ship with Picard moves first and actions are as follows: Battle Stations (Picard's action bar action) and Target Lock (ship's Action Bar action), you technically should be able to have Kirk on that Flaghship give Picard's ship a "second" action listed on it's Action Bar as it has only taken one action from its Action Bar (the first was from Picard's bar).

Likewise, if you take one action from a particular ship's Action Bar (we'll say Scan) and that ship is able to take another action somehow and does something that's not on the Action Bar (we'll say O'Brien), then again, technically this ship has only performed one action from its Action Bar so it should be allowed to take a second action listed on its Action Bar as granted by the Flaghship.

Worded as is, both of these cases I listed above should be legal, and if it's not meant to work that way then it needs to be clarified. Either way, it probably should be in the FAQ.


You asked this back in December, and Andrew answered. The free action granted by the flagship must be the second action that a ship takes. If that ship has already taken 0, 2, or more Actions (of any sort), then the flagship cannot grant one to that ship.

The free action granted must then come from that ships' action bar.


I know, but with the card wording it can be read 2 ways and thus should be in the FAQ.
H00D4M4N 14542561

delta_angelfire wrote:

http://boardgamegeek.com/article/14330055#14330055

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Right, but then the card should say something like:

Target ship immediately performs a 2nd action (but only one listed on its action bar) as a free action this round.

The way it reads it can be viewed as a 2nd action bar action -- meaning Action: abilities & Picard are exempt.

The point I'm trying to make is the wording isn't clear, and this should be in the FAQ.
rangarth 14543431

H00D4M4N wrote:

delta_angelfire wrote:

http://boardgamegeek.com/article/14330055#14330055

Andrew Parks wrote:

H00D4M4N wrote:

Andrew I have a follow-up question on Independent Flagship 1's ability:

After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a 2nd action listed on its action bar as a free action this round.

1. If Kirk is on the flagship and Picard is on the friendly ship, would Picard still be able to take a second action listed on his ship's action bar if he already has taken his normal action and his personal free action? Basically does his personal free action come from the ship or him?

2. Similar scenario, but the friendly ship has taken its normal action and has been given a free action from Command Tokens. Can it still take a second action from the flagship?


Remember that it is the ship that is always performing the Action, regardless of the source. So the Independent flagship's power is only effective if the friendly ship has taken exactly one Action that round.


Right, but then the card should say something like:

Target ship immediately performs a 2nd action (but only one listed on its action bar) as a free action this round.

The way it reads it can be viewed as a 2nd action bar action -- meaning Action: abilities & Picard are exempt.

The point I'm trying to make is the wording isn't clear, and this should be in the FAQ.


I am really starting to hate the english language cause I see what everyone is saying as well as a third option which is "the 2nd action on listed on its action bar" as if the action bar contained like the Equinox EVADE TARGET LOCK SCAN BATTLESTATIONS then "Target Lock" is a free action but if it was on the Romulan Science Vessel EVADE CLOAK SENSOR ECHO then it would be a free "Cloak". Anyway, I find that this card tends to work for higher piloting skilled ships, since if you move first and target a ship that hasn't performed any actions yet then you can't target it.
Magentawolf 14543957

rangarth wrote:


I am really starting to hate the english language cause I see what everyone is saying as well as a third option which is "the 2nd action on listed on its action bar" as if the action bar contained like the Equinox EVADE TARGET LOCK SCAN BATTLESTATIONS then "Target Lock" is a free action but if it was on the Romulan Science Vessel EVADE CLOAK SENSOR ECHO then it would be a free "Cloak". Anyway, I find that this card tends to work for higher piloting skilled ships, since if you move first and target a ship that hasn't performed any actions yet then you can't target it.


That's not even a logical interpretation.
Mordaenor 14544112

rangarth wrote:

Anyway, I find that this card tends to work for higher piloting skilled ships, since if you move first and target a ship that hasn't performed any actions yet then you can't target it.


...Which, thematically, makes sense if you think about it. Shouldn't the Best Captain be on the Flagship of the Fleet?
bhosp 14545999
Am I missing something, or is the new "searchable page" just a mirror of the "printer-friendly" version of the thread?
BeastRabban 14546529

Magentawolf wrote:

rangarth wrote:


I am really starting to hate the english language cause I see what everyone is saying as well as a third option which is "the 2nd action on listed on its action bar" as if the action bar contained like the Equinox EVADE TARGET LOCK SCAN BATTLESTATIONS then "Target Lock" is a free action but if it was on the Romulan Science Vessel EVADE CLOAK SENSOR ECHO then it would be a free "Cloak". Anyway, I find that this card tends to work for higher piloting skilled ships, since if you move first and target a ship that hasn't performed any actions yet then you can't target it.


That's not even a logical interpretation.


Actually that is a perfectly logical litoral interpretation.
DonMegel 14547117
Question about the OP 5 OWPs. It has been said they count as ships. Does this mean I can not deploy cloaked mines within range 2 of them?
rtsuk 14547261

bhosp wrote:

Am I missing something, or is the new "searchable page" just a mirror of the "printer-friendly" version of the thread?


It's similar, but it doesn't cut off somewhere in November.

I find http://spacedock.funnyhatsoftware.com/andrew_faq.html a little more useful as it is limited to messages posted by Andrew.
XanderF 14547759

XanderF wrote:

Question on Jarok's ability.

Card reads:
Action: Discard your [Elite Talent] Upgrade to target a ship at Range 1-2. Neither of your ships may attack each other this round.


What if, via a 'flagship' resource, he has *two* upgrades? As the card doesn't say 'discard ONE [Elite Talent] Upgrade', does he need to discard both to use his ability? (Of course, it doesn't say "discard all [Elite Talent] Upgrades", either)


Nobody wants to take a stab at this?

(And the follow-up question - assuming Jarok + flagship DOES have two 'elite talents', and he only needs to discard one to use his ability...can he use his ability twice in a game?)
Chance Gardener 14547774
maybe the FAQ should just be scragged if it is so unwieldy for several folks.
Half the faq is due to folks trying to push cards to the breaking point to get some sort of uber combo of doom and when it's ruled that isn't the right way P&M about how broke things are.

I find the best way to view cards is what tends to max the FUN for everyone playing. Nearly every time a reasonable, rational interpretation will become obvious, or even better, acceptable to all parties involved.

If there ever comes a time for the ST:AW World Championship Match of Awesome then maybe this microscopic parsing of where a frickin' comma is becomes relevant.

Until then, it just seems that some folks would complain about being given free water in the desert if it didn't come with ice.

/constipation
rtsuk 14547828
Don't mince words, Jeff, tell us how you really feel.
jonnyd76 14547862

XanderF wrote:

XanderF wrote:

Question on Jarok's ability.

Card reads:
Action: Discard your [Elite Talent] Upgrade to target a ship at Range 1-2. Neither of your ships may attack each other this round.


What if, via a 'flagship' resource, he has *two* upgrades? As the card doesn't say 'discard ONE [Elite Talent] Upgrade', does he need to discard both to use his ability? (Of course, it doesn't say "discard all [Elite Talent] Upgrades", either)


Nobody wants to take a stab at this?

(And the follow-up question - assuming Jarok + flagship DOES have two 'elite talents', and he only needs to discard one to use his ability...can he use his ability twice in a game?)


Since it says "your Elite Talent", with no "(s)" on either the "talent" or "upgrade", I would rule this as 1 elite talent. It also doesn't say "your remaining elite talent(s)" as I would expect, given the same wording dealing with remaining shields that might be plural.

Since it is an action though, you couldn't use it twice in the same turn. But you could use it a 2nd time later in the game. (through either flagship or resource sideboard)
DonMegel 14547941

DonMegel wrote:

Question about the OP 5 OWPs. It has been said they count as ships. Does this mean I can not deploy cloaked mines within range 2 of them?


No clue about Cloaking Mines and OWPs?
jonnyd76 14548039

DonMegel wrote:

Question about the OP 5 OWPs. It has been said they count as ships. Does this mean I can not deploy cloaked mines within range 2 of them?


As has been the case with previous months and OWP's, they are specifically enemy ships. You may not place a cloaked mine within range 2 of them.
swingk2121 14548230

jonnyd76 wrote:

DonMegel wrote:

Question about the OP 5 OWPs. It has been said they count as ships. Does this mean I can not deploy cloaked mines within range 2 of them?


As has been the case with previous months and OWP's, they are specifically enemy ships. You may not place a cloaked mine within range 2 of them.


OWP are treated as enemy ships and therefore you can not place cloaked mines within range 2 of the OWP.

OP TOURNAMENT - MONTH 2


3. Are OWPs considered "ships" for card text purposes?

Yes. They are considered "enemy ships" and "opponents."




OP TOURNAMENT - MONTH 4


2. Are PDTs considered "ships" for card text purposes?

Yes. They are considered "enemy ships" and "opponents."


Andrew Parks 14548384

XanderF wrote:

Question on Jarok's ability.

Card reads:
Action: Discard your [Elite Talent] Upgrade to target a ship at Range 1-2. Neither of your ships may attack each other this round.


What if, via a 'flagship' resource, he has *two* upgrades? As the card doesn't say 'discard ONE [Elite Talent] Upgrade', does he need to discard both to use his ability? (Of course, it doesn't say "discard all [Elite Talent] Upgrades", either)


You would just need to discard 1 Elite Talent Upgrade, which means you could actually repeat this Action during a later round.
Andrew Parks 14548433

H00D4M4N wrote:

Is it possible to get a clarification added to the FAQ for the independent flagship that gives a second action?

Text: After your Flaghship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round.

This could be read two ways:

1. A second action - one that must be from its Action Bar.

2. A second action listed on its Action Bar.

This is important because if it's #2 (as worded on the card), then say if a ship with Picard moves first and actions are as follows: Battle Stations (Picard's action bar action) and Target Lock (ship's Action Bar action), you technically should be able to have Kirk on that Flaghship give Picard's ship a "second" action listed on it's Action Bar as it has only taken one action from its Action Bar (the first was from Picard's bar).

Likewise, if you take one action from a particular ship's Action Bar (we'll say Scan) and that ship is able to take another action somehow and does something that's not on the Action Bar (we'll say O'Brien), then again, technically this ship has only performed one action from its Action Bar so it should be allowed to take a second action listed on its Action Bar as granted by the Flaghship.

Worded as is, both of these cases I listed above should be legal, and if it's not meant to work that way then it needs to be clarified. Either way, it probably should be in the FAQ.


Done.
aebeutel 14549708
Hello, just a quick question regarding the Koranak. The ship's ability allows the player to spend a [SENSORS] token to attack two ships with its primary weapon, at -2 dice each. Does this refer only to the printed primary weapon value (I.e. barrage of fire) or can you use bonuses, say from Donatra, a flagship, or command token? Thanks so much for answering all our questions and for creating such a great game!
Novacat 14550006

aebeutel wrote:

Hello, just a quick question regarding the Koranak. The ship's ability allows the player to spend a [SENSORS] token to attack two ships with its primary weapon, at -2 dice each. Does this refer only to the printed primary weapon value (I.e. barrage of fire) or can you use bonuses, say from Donatra, a flagship, or command token? Thanks so much for answering all our questions and for creating such a great game!

It is a primary weapon attack. You'll get all bonuses from everything that's applicable, but your final dice total is -2. So if you have a nearby Donatra, you'll be rolling 4 (5+1-2) dice per attack. If you used Montgomery Scott to give yourself an attack boost, your first attack will be 5 (5+2-2) dice, and your second attack will be 3 (5-2).
Novacat 14550024
I seem to recall seeing this question before, but can't remember what the answer was. If I have two copies of an upgrade that has an action on it (let's say EM Pulse for example), and I use one, can I use a free action (from Martok, Admiral's Orders, etc) to use the other one?

Basically, are the actions on two identical upgrades considered the "same action" for the purposes of the rules restricting the use of the same action twice in one round?
FortuneFavorTheBold 14550049

Novacat wrote:

I seem to recall seeing this question before, but can't remember what the answer was. If I have two copies of an upgrade that has an action on it (let's say EM Pulse for example), and I use one, can I use a free action (from Martok, Admiral's Orders, etc) to use the other one?

Basically, are the actions on two identical upgrades considered the "same action" for the purposes of the rules restricting the use of the same action twice in one round?


This was ruled in the affirmative for the Romulan Pilot upgrade, so I imagine the same is true for any other upgrade combination that has the same action on two different cards. A somewhat less optimal for play example are Drex and N'Garen on one ship. Their action is the same; you cannot repeat it twice in one round on the same ship, even if they are different upgrades.
Xerxies 14551869
I've got a united force admiral orders question.

You can take 10 points of upgrades, however Luaran allows to to pay two less points for upgrades. Does this mean the following:

A. You have upto 10 points of upgrades as part of the admiral orders question, and Luaran's ability must be used on your original 100 points or not at all.

B. The upgrade from your bonus upgrades cases 2 points less so you have 12 points to spend on upgrades (12-2 =10)
DonMegel 14553383
Wait, wait, wait, wait, I just thought of something:

Green Forward 2

Rand + Engage

Green Forward 2

Romulan Pilot

Green forward 2 (clears aux token)

Engage (Normal action)

Green forward 2

All together makes a forward 8 (12 inches)? Or any combination of green 1 and 2 moves? Is this possible?
aebeutel 14553452

Novacat wrote:

aebeutel wrote:

Hello, just a quick question regarding the Koranak. The ship's ability allows the player to spend a [SENSORS] token to attack two ships with its primary weapon, at -2 dice each. Does this refer only to the printed primary weapon value (I.e. barrage of fire) or can you use bonuses, say from Donatra, a flagship, or command token? Thanks so much for answering all our questions and for creating such a great game!

It is a primary weapon attack. You'll get all bonuses from everything that's applicable, but your final dice total is -2. So if you have a nearby Donatra, you'll be rolling 4 (5+1-2) dice per attack. If you used Montgomery Scott to give yourself an attack boost, your first attack will be 5 (5+2-2) dice, and your second attack will be 3 (5-2).


Awesome, thanks for the quick response Nova Cat. That is how I thought the ability functioned, but I wanted to clarify before I go to my OP 4 tomorrow night. have a great day.
Magentawolf 14553544

DonMegel wrote:

Wait, wait, wait, wait, I just thought of something:

Green Forward 2

Rand + Engage

Green Forward 2

Romulan Pilot

Green forward 2 (clears aux token)

Engage (Normal action)

Green forward 2

All together makes a forward 8 (12 inches)? Or any combination of green 1 and 2 moves? Is this possible?


The Romulan Pilot would have to be the first ability, because it must be used after moving, but before the perform action step. (Like all 'after you move..' abilities. See the first page FAQ.)
Andrew Parks 14553608

Xerxies wrote:

I've got a united force admiral orders question.

You can take 10 points of upgrades, however Luaran allows to to pay two less points for upgrades. Does this mean the following:

A. You have upto 10 points of upgrades as part of the admiral orders question, and Luaran's ability must be used on your original 100 points or not at all.

B. The upgrade from your bonus upgrades cases 2 points less so you have 12 points to spend on upgrades (12-2 =10)


B.
H00D4M4N 14553691

DonMegel wrote:

Wait, wait, wait, wait, I just thought of something:

Green Forward 2

Rand + Engage

Green Forward 2

Romulan Pilot

Green forward 2 (clears aux token)

Engage (Normal action)

Green forward 2

All together makes a forward 8 (12 inches)? Or any combination of green 1 and 2 moves? Is this possible?


That's not legal because you are using Engage twice in your example. You can't perform the same action twice on a ship each round, even if it's a free action.
rtsuk 14553857

Xerxies wrote:


You can take 10 points of upgrades, however Luaran allows to to pay two less points for upgrades. Does this mean the following:

A. You have upto 10 points of upgrades as part of the admiral orders question, and Luaran's ability must be used on your original 100 points or not at all.

B. The upgrade from your bonus upgrades cases 2 points less so you have 12 points to spend on upgrades (12-2 =10)


I think it's neither. Instead, when you go to add the up to ten points of upgrades to your squad if you're adding an eligible upgrade (Dominion) and you're adding it to Luaran's ship and you haven't used Luaran's bonus already you can pay two less for it. You might end up getting 12 points of upgrades when you're all done, but it's not like you have 12 points to spend.
rtsuk 14553882

H00D4M4N wrote:

DonMegel wrote:

Wait, wait, wait, wait, I just thought of something:

Green Forward 2

Rand + Engage

Green Forward 2

Romulan Pilot

Green forward 2 (clears aux token)

Engage (Normal action)

Green forward 2

All together makes a forward 8 (12 inches)? Or any combination of green 1 and 2 moves? Is this possible?


That's not legal because you are using Engage twice in your example. You can't perform the same action twice on a ship each round, even if it's a free action.


It's also not legal because the first use of Engage puts an auxiliary power token on after the move provided by Engage. Even leaving out the second use of Engage you can't use Romulan Pilot on a ship with an auxiliary power token.
Magentawolf 14554083

rtsuk wrote:


It's also not legal because the first use of Engage puts an auxiliary power token on after the move provided by Engage. Even leaving out the second use of Engage you can't use Romulan Pilot on a ship with an auxiliary power token.


I think we can agree that there's a whole host of problems with that particular idea.
H00D4M4N 14554500

rtsuk wrote:

H00D4M4N wrote:

DonMegel wrote:

Wait, wait, wait, wait, I just thought of something:

Green Forward 2

Rand + Engage

Green Forward 2

Romulan Pilot

Green forward 2 (clears aux token)

Engage (Normal action)

Green forward 2

All together makes a forward 8 (12 inches)? Or any combination of green 1 and 2 moves? Is this possible?


That's not legal because you are using Engage twice in your example. You can't perform the same action twice on a ship each round, even if it's a free action.


It's also not legal because the first use of Engage puts an auxiliary power token on after the move provided by Engage. Even leaving out the second use of Engage you can't use Romulan Pilot on a ship with an auxiliary power token.


That too.
DonMegel 14554998
Ok, I thought it looked too good, thanks guys
bhosp 14555186
I'm still a little unclear on exactly what I can do to modify the dice rolled when I drop a minefield token directly on my opponent's ship(s) with Antimatter Mines.

The FAQ says I can use card effects (like Donatra) to change the number of dice or to modify the dice (like Spock). Can I use a card effect (like Sisko) to reroll the dice? Can I use Admiral's Orders and Command Tokens to add to/reroll/modify the dice?

All the examples of things that I can't do to that die roll are tokens (Evade, Target Lock, Battle Stations), but since Spock is an example of something that does work, it's obviously not the case that the mines just ignore playfield tokens. Is Scan the one token that does work (and just doesn't have any effect other than activating card abilities because they don't get defense dice anyway), or is the distinction that I can use card abilities that key off the presence of those tokens, but not the game effect of the token itself? In other words, would Boheeka work?
delta_angelfire 14555584
The only restriction is that you cannot -spend- tokens on Minefield attacks. Everything else works with them - Sisko, Boheeka, ADmiral's Orders, Command Tokens, everything.

EDIT: re: Command Tokens: You can use the "set attack die" or the "add attack die", but not the Re-roll attack dice (because it is worded differently on the reference card: it can only happen in the "Modify Dice" portion of the combat phase and minefield attacks don't use that part of the combat sequence, for the same reason you can't spend regular tokens).

http://boardgamegeek.com/article/13756758#13756758

------

actually the more i read the rulings the less sense that one makes... Could I use an Dmitri Valtane on an Antimatter mine attack?

"If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."

If I can use Spock, I don't see why I can't use him, and if I can use him I don't see why you shouldn't be able to use the re-roll token.

"You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll."




Magentawolf 14556293
When using Massacre, is it considered to be part of the initial set of damage, or is it a completely different source?

For example, say we're using Phased Polaron Beams (ignores shields) against a ship with active shields, and a crit is rolled. The crit is scored against the hull of the ship, so Massacre is triggered and discarded, inflicting one additional damage.

Does this damage remove a shield, or add a damage card to the hull?

The same sort of question goes for the Ferengi Missile Launcher, too, which lets crits bleed through the shields.

EDIT - And now I remember why this was bothering me for a while - the Direct Hit critical card works the same way; having the ship suffer one additional damage.

Thematically it should go against the hull, but the rulebook is specific that any inflicted damage should be removed from the shields first.
swingk2121 14556535

DonMegel wrote:

Ok, I thought it looked too good, thanks guys


If you really want the move ability here you go:

1.)Movement+ Transwarp = Up to 6 forward

2.)After movement use Romulan pilot (Green maneuver highest possible 3 forward)

3.) Rand + In'Cha (Allows an additional maneuver of your choice)

4.) Engage (Used because of Romulan Pilot = Green maneuver highest possible 3)

Highest possible movement using Enterprise D=

6+3+5+3 = 17 (Around 25 inches)

swingk2121 14558174

Magentawolf wrote:

When using Massacre, is it considered to be part of the initial set of damage, or is it a completely different source?

For example, say we're using Phased Polaron Beams (ignores shields) against a ship with active shields, and a crit is rolled. The crit is scored against the hull of the ship, so Massacre is triggered and discarded, inflicting one additional damage.

Does this damage remove a shield, or add a damage card to the hull?

The same sort of question goes for the Ferengi Missile Launcher, too, which lets crits bleed through the shields.

EDIT - And now I remember why this was bothering me for a while - the Direct Hit critical card works the same way; having the ship suffer one additional damage.

Thematically it should go against the hull, but the rulebook is specific that any inflicted damage should be removed from the shields first.


Damage would occur per normal rules. So if you used a weapon that ignored shields and allowed damage to hit the hull, massacre just says you add an additional damage which would be absorbed by the shields. Same thing for Ferengi Missile which allows crits to hit the hull. The additional damage is calculate seperate of the attack.

Order for Massacre:

Attack occurs
Damage is taken
Massacre checks requirment(Clean up) If ship takes a crit to the hull you can discard this card to 1 additional damage. This damage would occur normally because it was not part of the actual attack.

Think of this card like the ability on the Apnex
Magentawolf 14558245

swingk2121 wrote:



Think of this card like the ability on the Apnex


No.. the Apnex is a completely different beast. I agree that, as written, it should take off a shield. I'm asking to clarify the intent.
SteRT 14558558

swingk2121 wrote:

DonMegel wrote:

Ok, I thought it looked too good, thanks guys


If you really want the move ability here you go:

1.)Movement+ Transwarp = Up to 6 forward

2.)After movement use Romulan pilot (Green maneuver highest possible 3 forward)

3.) Rand + In'Cha (Allows an additional maneuver of your choice)

4.) Engage (Used because of Romulan Pilot = Green maneuver highest possible 3)

Highest possible movement using Enterprise D=

6+3+5+3 = 17 (Around 25 inches)



You'd need to choose something lower than the maximum on these moves otherwise if you start the full range 1 in you end up flying off the board. You have to account for the 4 base widths you gain as well.

Plus if you want Picard on the ship you'd have to be allowed to take Resources so you could get the Tech slot. Fingers crossed the person running your OP allows them (mine isn't = until OP5 anyway).
XanderF 14559762
Question on a combo (I believe is legal, just doing a sanity check)...

I have a ship that is using the 'Independent-Dominion' flagship card, which reads:

After your flagship moves, you may target 1 other friendly ship within Range 1 of your flagship. Target ship immediately performs an extra white or green Maneuver


...so I've got that on a ship with a captain skill of, say, '9' (Picard).

Alonside him is another ship with Dukat (7) in command, that has the Elite Talent of 'Engage':

ACTION: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship.


He also has Romulan Pilot onboard, which reads:

After you move, you may discard this card to place a [Scan] token beside your ship as a free Action. If you do so, you may immediately make an additional Green maneuver.


So...I move Dukat first, 'bank-2' (which is green). Dukat does something (Battlestations, probably), and then for the ship action I trigger 'Engage', which lets me make another 'bank-2' (green) and I pick up a stress token for that. (Obviously, at this point, I cannot use 'Romulan Pilot', as I have that aux power token - so I cannot take any action, even free actions)

Okay, later in the same turn, Picard now moves. He zips his ship up alonside Dukat's, and via the flagship ability (which doesn't appear to be an action), he grants a movement to Dukat's ship. Dukat takes ANOTHER bank-2 (green), which clears the stress token he just got. At this point, Dukat has 'just moved', no longer has an aux power token, so...can he then drop that [Scan] token and use the Romulan pilot for another bank-2?

Seems like a sequence of events that is valid, but wanted to check...
Magentawolf 14559831

XanderF wrote:



So...I move Dukat first, 'bank-2' (which is green). Dukat does something (Battlestations, probably), and then for the ship action I trigger 'Engage', which lets me make another 'bank-2' (green) and I pick up a stress token for that. (Obviously, at this point, I cannot use 'Romulan Pilot', as I have that aux power token - so I cannot take any action, even free actions)

Okay, later in the same turn, Picard now moves. He zips his ship up alonside Dukat's, and via the flagship ability (which doesn't appear to be an action), he grants a movement to Dukat's ship. Dukat takes ANOTHER bank-2 (green), which clears the stress token he just got. At this point, Dukat has 'just moved', no longer has an aux power token, so...can he then drop that [Scan] token and use the Romulan pilot for another bank-2?

Seems like a sequence of events that is valid, but wanted to check...


Nope.

The Romulan Pilot is only available for use after that ships' plotted movement, basically. It triggers during that ships activation phase, before the Perform Actions step, not after any movement.

[q=FAQ]
14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.
swingk2121 14560204

SteRT wrote:

swingk2121 wrote:

DonMegel wrote:

Ok, I thought it looked too good, thanks guys


If you really want the move ability here you go:

1.)Movement+ Transwarp = Up to 6 forward

2.)After movement use Romulan pilot (Green maneuver highest possible 3 forward)

3.) Rand + In'Cha (Allows an additional maneuver of your choice)

4.) Engage (Used because of Romulan Pilot = Green maneuver highest possible 3)

Highest possible movement using Enterprise D=

6+3+5+3 = 17 (Around 25 inches)



You'd need to choose something lower than the maximum on these moves otherwise if you start the full range 1 in you end up flying off the board. You have to account for the 4 base widths you gain as well.

Plus if you want Picard on the ship you'd have to be allowed to take Resources so you could get the Tech slot. Fingers crossed the person running your OP allows them (mine isn't = until OP5 anyway).


I merely was trying to show how to get the greatest movement possible.

This could also be achieved via the galor/keldon class ship if they had a second crew slot and any captain who has 2 elite (Kirk, or soon to come out Romulan Commander).
swingk2121 14560289

Magentawolf wrote:

XanderF wrote:



So...I move Dukat first, 'bank-2' (which is green). Dukat does something (Battlestations, probably), and then for the ship action I trigger 'Engage', which lets me make another 'bank-2' (green) and I pick up a stress token for that. (Obviously, at this point, I cannot use 'Romulan Pilot', as I have that aux power token - so I cannot take any action, even free actions)

Okay, later in the same turn, Picard now moves. He zips his ship up alonside Dukat's, and via the flagship ability (which doesn't appear to be an action), he grants a movement to Dukat's ship. Dukat takes ANOTHER bank-2 (green), which clears the stress token he just got. At this point, Dukat has 'just moved', no longer has an aux power token, so...can he then drop that [Scan] token and use the Romulan pilot for another bank-2?

Seems like a sequence of events that is valid, but wanted to check...


Nope.

The Romulan Pilot is only available for use after that ships' plotted movement, basically. It triggers during that ships activation phase, before the Perform Actions step, not after any movement.


[q=FAQ]
14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.


Yes this is correct as counter to logic with the English language "after your ship moves" does not refer to when your ship moves. It refers to when you have revealed your maneuver dial and done said maneuver. Clearly card is confusing and incorrectly written it should state "after completing your initial maneuver"


I really disagree with this ruling as movement is a movement if my ship moves from one location to another it has moved then Romulan Pilot should apply as it is worded, and every other card that says movement based on this ruling clearly should no longer be considered after a movement.
Harry Llama 14560845

delta_angelfire wrote:

The only restriction is that you cannot -spend- tokens on Minefield attacks. Everything else works with them - Sisko, Boheeka, ADmiral's Orders, Command Tokens, everything.

EDIT: re: Command Tokens: You can use the "set attack die" or the "add attack die", but not the Re-roll attack dice (because it is worded differently on the reference card: it can only happen in the "Modify Dice" portion of the combat phase and minefield attacks don't use that part of the combat sequence, for the same reason you can't spend regular tokens).

http://boardgamegeek.com/article/13756758#13756758

------

actually the more i read the rulings the less sense that one makes... Could I use an Dmitri Valtane on an Antimatter mine attack?

"If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."

If I can use Spock, I don't see why I can't use him, and if I can use him I don't see why you shouldn't be able to use the re-roll token.

"You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll."

Andrew, please detail the resolution of Antimatter Mines when attacking a ship. After looking over the rules, steps 2 & 3 of the combat phase would have to take place in order for the attack to be any different than what's printed on the card. If those steps don't occur, then a player should only roll 4 dice and apply the damage results as rolled.
Kolat 14561978
"Cheat Death: If your ship was just destroyed, discard this card to remove damage cards 1 at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down."

If you're at one hull point left and you are attacked and take multiple damage, at least one damage is a critical. If the crit is Injured Captain, "You cannot use your Captain's text or any of your elite talent upgrades," does that take effect before the Cheat Death?

Or do you not flip any extra cards over as the damage from the first non-crit would kill the ship?
kemikos 14562496

Kolat wrote:

"Cheat Death: If your ship was just destroyed, discard this card to remove damage cards 1 at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down."

If you're at one hull point left and you are attacked and take multiple damage, at least one damage is a critical. If the crit is Injured Captain, "You cannot use your Captain's text or any of your elite talent upgrades," does that take effect before the Cheat Death?

Or do you not flip any extra cards over as the damage from the first non-crit would kill the ship?


I believe this has been answered before, I just can't find the ruling right off. If I'm remembering correctly, this is how it works: Ships don't take excess damage when they're destroyed; once they have damage cards (face up plus face down) equal to their Hull value, you stop dealing them damage cards. Regular damage gets applied first, so if there are any uncanceled [Hit] results, then the ship takes one face-down damage card, is destroyed, and then Cheat Death triggers.

If, however, there are only [Critical Hit] results, then the damage card is dealt face-up. Injured Captain takes effect, the ship is destroyed, but now Cheat Death can't be used due to IC.


Edit: I was wrong, see below.
delta_angelfire 14562826

kemikos wrote:

Kolat wrote:

"Cheat Death: If your ship was just destroyed, discard this card to remove damage cards 1 at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down."

If you're at one hull point left and you are attacked and take multiple damage, at least one damage is a critical. If the crit is Injured Captain, "You cannot use your Captain's text or any of your elite talent upgrades," does that take effect before the Cheat Death?

Or do you not flip any extra cards over as the damage from the first non-crit would kill the ship?


I believe this has been answered before, I just can't find the ruling right off. If I'm remembering correctly, this is how it works: Ships don't take excess damage when they're destroyed; once they have damage cards (face up plus face down) equal to their Hull value, you stop dealing them damage cards. Regular damage gets applied first, so if there are any uncanceled [Hit] results, then the ship takes one face-down damage card, is destroyed, and then Cheat Death triggers.

If, however, there are only [Critical Hit] results, then the damage card is dealt face-up. Injured Captain takes effect, the ship is destroyed, but now Cheat Death can't be used due to IC.


That was almost correct. You keep dealing a ship regular damage cards as well. There is no point in the rulebook where it says "stop dealing damage cards". If you get hit by the crit though, that disables your talent and you can no longer cheat death.
kemikos 14565349

delta_angelfire wrote:

kemikos wrote:

Kolat wrote:

"Cheat Death: If your ship was just destroyed, discard this card to remove damage cards 1 at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down."

If you're at one hull point left and you are attacked and take multiple damage, at least one damage is a critical. If the crit is Injured Captain, "You cannot use your Captain's text or any of your elite talent upgrades," does that take effect before the Cheat Death?

Or do you not flip any extra cards over as the damage from the first non-crit would kill the ship?


I believe this has been answered before, I just can't find the ruling right off. If I'm remembering correctly, this is how it works: Ships don't take excess damage when they're destroyed; once they have damage cards (face up plus face down) equal to their Hull value, you stop dealing them damage cards. Regular damage gets applied first, so if there are any uncanceled [Hit] results, then the ship takes one face-down damage card, is destroyed, and then Cheat Death triggers.

If, however, there are only [Critical Hit] results, then the damage card is dealt face-up. Injured Captain takes effect, the ship is destroyed, but now Cheat Death can't be used due to IC.


That was almost correct. You keep dealing a ship regular damage cards as well. There is no point in the rulebook where it says "stop dealing damage cards". If you get hit by the crit though, that disables your talent and you can no longer cheat death.


From page 17:
"When a ship suffers damage or critical damage, it suffers them one at a time following these steps." (Bold text is the rulebook's, not mine).
"When the number of Damage Cards dealt beside a Ship Card is equal to or greater than the ship's Hull Value, the ship is immediately destroyed" (Italics mine).

To me, reading that, it sure sounds like you play the damage cards one at a time, and as soon as the number of damage cards is equal to the hull value, the ship is immediately destroyed, preventing you from dealing further damage cards.


Edit: Whoops, found the ruling, and I was completely wrong. Sorry....

Andrew Parks wrote:

csimian wrote:

This sort of came up last night, but we were reading the rules incorrectly. However, the scenario we thought came up is still possible...

Opponent has Enterprise D with Kirk, Cheat Death, no shields, undamaged hull (5 points).

I roll an attack of 5 hits and 1 critical. He can't roll defense due to a scan token from my ship.

I place 5 damage cards face down at his ship. This effectively destroys the ship.

I then place a damage card face up for the critical. I turnover a "Injured Captain":

[BGCOLOR=#99CCFF]"You cannot use your Captain's text or any of your (Talent) upgrades."[/BGCOLOR]


The question is; does the 5 damage destroy the ship before the critical hit disables Kirk's abaility to use Cheat Death?


All the damage is dealt at once before the ship is destroyed. Kirk would be unable to play "Cheat Death" in this case.

Andrew Parks 14571465

delta_angelfire wrote:

The only restriction is that you cannot -spend- tokens on Minefield attacks. Everything else works with them - Sisko, Boheeka, ADmiral's Orders, Command Tokens, everything.

EDIT: re: Command Tokens: You can use the "set attack die" or the "add attack die", but not the Re-roll attack dice (because it is worded differently on the reference card: it can only happen in the "Modify Dice" portion of the combat phase and minefield attacks don't use that part of the combat sequence, for the same reason you can't spend regular tokens).

http://boardgamegeek.com/article/13756758#13756758

------

actually the more i read the rulings the less sense that one makes... Could I use an Dmitri Valtane on an Antimatter mine attack?

"If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."

If I can use Spock, I don't see why I can't use him, and if I can use him I don't see why you shouldn't be able to use the re-roll token.

"You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll."




The reason for the difference is that, as per the FAQ, re-roll Command Tokens only work during the appropriate Modify step of a normal Combat Phase sequence.
Andrew Parks 14571517

Magentawolf wrote:

swingk2121 wrote:



Think of this card like the ability on the Apnex


No.. the Apnex is a completely different beast. I agree that, as written, it should take off a shield. I'm asking to clarify the intent.


In this case, the extra damage would indeed go to the shields. Think of Direct Hit and Massacre as an extra explosion that can be absorbed by the shields if they are still up.
Andrew Parks 14571578

Harry Llama wrote:

delta_angelfire wrote:

The only restriction is that you cannot -spend- tokens on Minefield attacks. Everything else works with them - Sisko, Boheeka, ADmiral's Orders, Command Tokens, everything.

EDIT: re: Command Tokens: You can use the "set attack die" or the "add attack die", but not the Re-roll attack dice (because it is worded differently on the reference card: it can only happen in the "Modify Dice" portion of the combat phase and minefield attacks don't use that part of the combat sequence, for the same reason you can't spend regular tokens).

http://boardgamegeek.com/article/13756758#13756758

------

actually the more i read the rulings the less sense that one makes... Could I use an Dmitri Valtane on an Antimatter mine attack?

"If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."

If I can use Spock, I don't see why I can't use him, and if I can use him I don't see why you shouldn't be able to use the re-roll token.

"You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll."

Andrew, please detail the resolution of Antimatter Mines when attacking a ship. After looking over the rules, steps 2 & 3 of the combat phase would have to take place in order for the attack to be any different than what's printed on the card. If those steps don't occur, then a player should only roll 4 dice and apply the damage results as rolled.


As has been discussed before, dropping Antimatter Mines on a ship is a special case. It doesn't use the normal combat sequence (which is why Target Lock, Battle Stations, etc. do not work). However, it is still an attack coming from your ship and so other modifiers to the attack still occur.
Harry Llama 14572900

Andrew Parks wrote:

Harry Llama wrote:

delta_angelfire wrote:

The only restriction is that you cannot -spend- tokens on Minefield attacks. Everything else works with them - Sisko, Boheeka, ADmiral's Orders, Command Tokens, everything.

EDIT: re: Command Tokens: You can use the "set attack die" or the "add attack die", but not the Re-roll attack dice (because it is worded differently on the reference card: it can only happen in the "Modify Dice" portion of the combat phase and minefield attacks don't use that part of the combat sequence, for the same reason you can't spend regular tokens).

http://boardgamegeek.com/article/13756758#13756758

------

actually the more i read the rulings the less sense that one makes... Could I use an Dmitri Valtane on an Antimatter mine attack?

"If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."

If I can use Spock, I don't see why I can't use him, and if I can use him I don't see why you shouldn't be able to use the re-roll token.

"You may choose any number of your attack dice and re-roll them once. You must keep the results of the second roll."

Andrew, please detail the resolution of Antimatter Mines when attacking a ship. After looking over the rules, steps 2 & 3 of the combat phase would have to take place in order for the attack to be any different than what's printed on the card. If those steps don't occur, then a player should only roll 4 dice and apply the damage results as rolled.


As has been discussed before, dropping Antimatter Mines on a ship is a special case. It doesn't use the normal combat sequence (which is why Target Lock, Battle Stations, etc. do not work). However, it is still an attack coming from your ship and so other modifiers to the attack still occur.

Yes sir, I understand that. You state certain game effects don't apply because they only happen during a certain step of the combat phase. According to the rulebook all attack dice additions/reductions from any source happen in step 2 and all attack modifiers/re-rolls from any source happen in step 3. If these (or all) combat steps are ignored or simply don't happen, then how do players resolve a 'special attack'? Can dice be added after the initial roll or after some have been re-rolled? Can the defender modify the dice after the attacker? I'm guessing the same steps are still followed (even though they technically don't happen) and that basically this distinction is meant to keep not-yet-released game effects from interacting with 'special attacks'.
Novacat 14573004
It would seem we need a full fledged revision to the combat rules to account for "special attacks."
Mordaenor 14573504
If you have additional Upgrade Slots from multiple sources, can you choose the order they are added? In Specific, I'm looking at an Indy-Fed Flagship (which adds a CREW) and Weyoun 7 (which adds two CREW, at a -1 discount each). If I only add one extra CREW to the ship, can I use Weyoun's discount? Or do I have to fill the Flagship slot before I fill Weyoun's?
Novacat 14574000
There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."

Note that you'll be paying the cross-faction penalty regardless.
Mordaenor 14576466

Novacat wrote:

There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."

Note that you'll be paying the cross-faction penalty regardless.


By "Indy-Fed" I meant the Independant side of the Federation Flagship card, but I realize it could be interpreted that I was trying to put Weyoun on a Federation Starship with an Independant Flag.

Anyway, thanks, that's excellent to know about Weyoun.
Metalhead74 14577248
apologies if this has been asked before, I cant seem to get the search function to work.

Massacre- Can I wait to see what the critical hits are before deciding to play massacre, or does it need to be played before the critical damage cards are revealed?
jiffk 14577255
I didnt see this on the faq before but noticed its been added.

Can i say that the wording on the ind/fed flagship card suggests other actions can be performed.

"Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round."

It doesnt say it has to be the second action that the ship performs just the second action that the ship performs from its action bar.

Conversly if if move and do any other action, beam troops down to a planet, activate scotty etc. Then move the flagship to within 1 i wont be able to do the free action as i havent yet done 1 action on the action bar.
Mordaenor 14577548

jiffk wrote:

I didnt see this on the faq before but noticed its been added.

Can i say that the wording on the ind/fed flagship card suggests other actions can be performed.

"Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round."

It doesnt say it has to be the second action that the ship performs just the second action that the ship performs from its action bar.

Conversly if if move and do any other action, beam troops down to a planet, activate scotty etc. Then move the flagship to within 1 i wont be able to do the free action as i havent yet done 1 action on the action bar.


The first, normal action can be anything the ship could normally do, so all your examples above would qualify. The only requirement is that the target ship has taken exactly One Action, so a ship that has not taken any Actions yet is inelligible, and a ship that has already taken Multiple Actions is inelligible.



13. How exactly does the Independent Flagship that grants a "2nd Action listed on its Action Bar as free Action this round" work?

The Independent Flagship can only grant the free Action to a ship that has already performed exactly 1 Action (of any kind) during that round. The free Action must be from the target ship's Action Bar.

jiffk 14577581
yes i know what the faq says but my point is that it is wrong!
swingk2121 14577585

jiffk wrote:

I didnt see this on the faq before but noticed its been added.

Can i say that the wording on the ind/fed flagship card suggests other actions can be performed.

"Target ship immediately performs a 2nd Action listed on its Action Bar as a free Action this round."

It doesnt say it has to be the second action that the ship performs just the second action that the ship performs from its action bar.

Conversly if if move and do any other action, beam troops down to a planet, activate scotty etc. Then move the flagship to within 1 i wont be able to do the free action as i havent yet done 1 action on the action bar.


Yes we have seen many arguments and agreed it should be written:

"Target ship immediately performs a 2nd action this round as a free action and the action must be selected from the target ships action bar."
davedujour 14577650
Flagships: http://boardgamegeek.com/wiki/page/STAW%3AFlagships#
davedujour 14577672

Metalhead74 wrote:

apologies if this has been asked before, I cant seem to get the search function to work.

Massacre- Can I wait to see what the critical hits are before deciding to play massacre, or does it need to be played before the critical damage cards are revealed?


Please quote the text on the card when posting rules questions.

Massacre hasn't been added to the STAW:Massacre yet. Andrew thumbed this reply, which means it's the "correct" answer.
http://boardgamegeek.com/article/14558174#14558174

swingk2121 wrote:

Magentawolf wrote:

When using Massacre, is it considered to be part of the initial set of damage, or is it a completely different source?

For example, say we're using Phased Polaron Beams (ignores shields) against a ship with active shields, and a crit is rolled. The crit is scored against the hull of the ship, so Massacre is triggered and discarded, inflicting one additional damage.

Does this damage remove a shield, or add a damage card to the hull?

The same sort of question goes for the Ferengi Missile Launcher, too, which lets crits bleed through the shields.

EDIT - And now I remember why this was bothering me for a while - the Direct Hit critical card works the same way; having the ship suffer one additional damage.

Thematically it should go against the hull, but the rulebook is specific that any inflicted damage should be removed from the shields first.


Damage would occur per normal rules. So if you used a weapon that ignored shields and allowed damage to hit the hull, massacre just says you add an additional damage which would be absorbed by the shields. Same thing for Ferengi Missile which allows crits to hit the hull. The additional damage is calculate seperate of the attack.

Order for Massacre:

Attack occurs
Damage is taken
Massacre checks requirment(Clean up) If ship takes a crit to the hull you can discard this card to 1 additional damage. This damage would occur normally because it was not part of the actual attack.

Think of this card like the ability on the Apnex
Metalhead74 14577708

davedujour wrote:

Metalhead74 wrote:

apologies if this has been asked before, I cant seem to get the search function to work.

Massacre- Can I wait to see what the critical hits are before deciding to play massacre, or does it need to be played before the critical damage cards are revealed?


Please quote the text on the card when posting rules questions.

Massacre hasn't been added to the [geekurl=http://boardgamegeek.com/wiki/page/STAW%253A]Wiki[/geekurl] yet, but I know there were recent discussions that answered this question. If/when someone finds them can we get a Wiki entry made please?


My bad. Im at work but from the list builder it reads-

Massacre- If your ship inflicts a [critical] against an enemy's hull, discard this card to inflict 1 additional damage to that ship.
Novacat 14577715

Mordaenor wrote:

Novacat wrote:

There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."

Note that you'll be paying the cross-faction penalty regardless.


By "Indy-Fed" I meant the Independant side of the Federation Flagship card, but I realize it could be interpreted that I was trying to put Weyoun on a Federation Starship with an Independant Flag.

Anyway, thanks, that's excellent to know about Weyoun.

The Flagship has nothing to do with it. If the crew upgrades in question are Dominion, and you're fielding them on a Federation/Independent ship, you'll pay cross-faction penalties. If they are not Dominion, then Weyoun's cost-reduction ability doesn't apply.
Mordaenor 14577833

Novacat wrote:

If the crew upgrades in question are Dominion, and you're fielding them on a Federation/Independent ship, you'll pay cross-faction penalties. If they are not Dominion, then Weyoun's cost-reduction ability doesn't apply.


The Flagship card is on a Dominion starship. Independant side of the Federation Flagship card, played on a Dominion starship.
delta_angelfire 14578789
To link to the wiki easily, type in [ [ STAW:cardname ] ] with the propers card name you want to view and enclosed in double brackets.
STAW:Massacre

This is more reliable than the contents page becuase it can not automatically update and the bpages are not all listed under the wiki search function for some reason.
Novacat 14578830

Mordaenor wrote:

Novacat wrote:

If the crew upgrades in question are Dominion, and you're fielding them on a Federation/Independent ship, you'll pay cross-faction penalties. If they are not Dominion, then Weyoun's cost-reduction ability doesn't apply.


The Flagship card is on a Dominion starship. Independant side of the Federation Flagship card, played on a Dominion starship.

D'oh! Reading comprehension fail. Even after he clarified, I still thought he was trying to put Weyoun on a Federation ship.
davedujour 14579291

delta_angelfire wrote:

To link to the wiki easily, type in [ [ STAW:cardname ] ] with the propers card name you want to view and enclosed in double brackets.
STAW:Massacre

This is more reliable than the contents page becuase it can not automatically update and the bpages are not all listed under the wiki search function for some reason.


Thanks. Fixed.
delta_angelfire 14583891
Another Simultaneous Trigger Question:

When Triggered abilities happen simultaneously, Is choosing a target part of the activation, or resolution of said ability?

The situation illustrated:

Martok(8) on the Flagship (Ind -TL)
*"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action."
*"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

If targeting happens during activation, I can target a friendly ship in range 1 with both abilities: I can have Martok give it Sensor Echo and then the Flagship can let it make a maneuver, and the ship can take them in whichever order it pleases.

If targeting happens during resolution, I can target a friendly ship in range 1 with Martok's Ability at which point it immediately takes a Sensor Echo action. If this Sensor Echo puts it outside of range 1, it is no longer a legal target for the Flagship and thus, can not make a maneuver afterwards.
BSUGrad 14583959
Two Questions.

1. Does Martok's (Ch'Tang Variant) +1 attack die apply to Barrage of Fire?

2. Are Admirals Orders and Resources only for use in OP Tournaments?
H00D4M4N 14584023

BSUGrad wrote:

Two Questions.

1. Does Martok's (Ch'Tang Variant) +1 attack die apply to Barrage of Fire?

2. Are Admirals Orders and Resources only for use in OP Tournaments?


1. Yes, but not if he's on the ship with the BoF. That ship would have a base 4, plus any modifiers from friendly ships. The ship with BoF only adds the printed attack value of the support ship and doesn't carry over its modifiers.

2. It's up to whoever is running the events.
Stormtrooper721 14584346

BSUGrad wrote:

Two Questions.

1. Does Martok's (Ch'Tang Variant) +1 attack die apply to Barrage of Fire?

2. Are Admirals Orders and Resources only for use in OP Tournaments?


I use Resources at home with friends as well.
SteRT 14584388

Stormtrooper721 wrote:

BSUGrad wrote:

Two Questions.

1. Does Martok's (Ch'Tang Variant) +1 attack die apply to Barrage of Fire?

2. Are Admirals Orders and Resources only for use in OP Tournaments?


I use Resources at home with friends as well.


Me too and we'll probably allow the Fighters and Flagship to be included without counting as your 1 Resource.

Oh hell why not play allowing any of them.
H00D4M4N 14584470

SteRT wrote:

Stormtrooper721 wrote:

BSUGrad wrote:

Two Questions.

1. Does Martok's (Ch'Tang Variant) +1 attack die apply to Barrage of Fire?

2. Are Admirals Orders and Resources only for use in OP Tournaments?


I use Resources at home with friends as well.


Me too and we'll probably allow the Fighters and Flagship to be included without counting as your 1 Resource.

Oh hell why not play allowing any of them.


I'm impressed that the resources are not a game-breaking addition to the game. They are good - even great - but not overpowered at all. I wish the HeroClix resources were designed this way.
delta_angelfire 14585226
card interaction question on the upcoming Nuclear Warhead:

Action: At the end of the Activation Phase, discard this card and place a Minefield Token within Range 1 of your ship, but not within your forward firing arc and not on to of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [crit] damages the ship as normal. The affected ship does not roll any defense dice.

Suicide Attack
Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


Assume a ship uses suicide Attack, would overlap an enemy ship, AND crosses a Nuclear Warhead minefield token that was placed that turn. Does it take damage from the Nuclear Warhead (which specifies that it does damage on -future- turns)? and if so, if it is destroyed by the mines, will it still roll an attack against the ship it would overlap?
Jonas Albrecht 14586357
Strike Force Question:

When during the Activation Phase can the bonus action be used by a ship?
H00D4M4N 14587308

Jonas Albrecht wrote:

Strike Force Question:

When during the Activation Phase can the bonus action be used by a ship?


During the ship's perform action step.
H00D4M4N 14587327

delta_angelfire wrote:

card interaction question on the upcoming Nuclear Warhead:

Action: At the end of the Activation Phase, discard this card and place a Minefield Token within Range 1 of your ship, but not within your forward firing arc and not on to of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [crit] damages the ship as normal. The affected ship does not roll any defense dice.

Suicide Attack
Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


Assume a ship uses suicide Attack, would overlap an enemy ship, AND crosses a Nuclear Warhead minefield token that was placed that turn. Does it take damage from the Nuclear Warhead (which specifies that it does damage on -future- turns)? and if so, if it is destroyed by the mines, will it still roll an attack against the ship it would overlap?


Unless WK's errata's the card, I'd say nothing would happen since you did point out it does say "future turn."
SteRT 14587998
As both happen at the end of the Activation phase there is also the issue of timing of card play.

If from the same player then presumably they get to choose but if from different players I assume they would go the order:

a) Captain Skill (then initiative for ties)

OR

b) Simple Initiative order.

Whichever, way is decided if the warhead was placed first I think it would still go off, even though the movement is "this turn" rather than a "future turn". (Though it may be decided otherwise EDIT: It was which makes the rest moot).

If it does go off I would be in favour of it dealing damage before the Suicide Attack resolves. This would represent the ship blowing up before it could impact with the target.

If it survived then the Suicide would resolve as normal.

As a final note can I say kudos on spending the time to catch these potential card clashes before they happen during OP play. Having these issues dealt with before they occur at a crucial moment in a tournament is bound to reduce possible contention keeping the events as enjoyable as possible for all concerned.

Can't wait to read the ruling on this one.
Andrew Parks 14590566

delta_angelfire wrote:

Another Simultaneous Trigger Question:

When Triggered abilities happen simultaneously, Is choosing a target part of the activation, or resolution of said ability?

The situation illustrated:

Martok(8) on the Flagship (Ind -TL)
*"After you move, choose 1 friendly ship within Range 1-2 whose Captain has a lower Skill than Martok's. The chosen ship may immediately perform 1 free Action."
*"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

If targeting happens during activation, I can target a friendly ship in range 1 with both abilities: I can have Martok give it Sensor Echo and then the Flagship can let it make a maneuver, and the ship can take them in whichever order it pleases.

If targeting happens during resolution, I can target a friendly ship in range 1 with Martok's Ability at which point it immediately takes a Sensor Echo action. If this Sensor Echo puts it outside of range 1, it is no longer a legal target for the Flagship and thus, can not make a maneuver afterwards.



When two abilities trigger simultaneously, the person who owns the triggering cards chooses the order in which they resolve. The first ability must be completely resolved before starting the second ability.
Andrew Parks 14590609

delta_angelfire wrote:

card interaction question on the upcoming Nuclear Warhead:

Action: At the end of the Activation Phase, discard this card and place a Minefield Token within Range 1 of your ship, but not within your forward firing arc and not on to of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [crit] damages the ship as normal. The affected ship does not roll any defense dice.

Suicide Attack
Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship.


Assume a ship uses Suicide Attack, would overlap an enemy ship, AND crosses a Nuclear Warhead minefield token that was placed that turn. Does it take damage from the Nuclear Warhead (which specifies that it does damage on -future- turns)? and if so, if it is destroyed by the mines, will it still roll an attack against the ship it would overlap?


If both abilities are activated during the same turn, then the Nuclear Warhead would not affect the suicide ship since the Warhead doesn't do damage the turn it's deployed, as per its text. Thematically, it's still floating out to its position.

On a future turn, if a Suicide Attack ship overlaps a minefield on its way to hit its intended target, it would be damaged by the minefield first (since it hits the minefield first and triggers its text first).

Andrew
paulsk 14591110
If a ship uses All Forward Disruptor Banks and makes multiple attacks, does the bonus apply to all attacks?

All Forward Disruptor Banks - "Action: Disable this card to add +1 attack die to any attack in your forward arc this round."

I know that "this round" typically indicates the total bonus over the course of the round, but AFDB's "any attack" language is unusual and could be read to mean +1 die for any attack during the round as opposed to +1 die for the round.
Reklawyad 14591247
When a ship is destroyed, are any abilities that say "for the rest of the round" also lost? Perfect example is Martok when he does his action it lasts for the entire round, but if his ship is gone, would his ability still linger?

Thanks
SteRT 14591331

Reklawyad wrote:

When a ship is destroyed, are any abilities that say "for the rest of the round" also lost? Perfect example is Martok when he does his action it lasts for the entire round, but if his ship is gone, would his ability still linger?

Thanks


When Martok(9) uses his Action in the "Perform Action" step every Klingon ship that qualifies for the +1 Attack Die and 1 Die re-roll is given a token to indicate they have received this benefit.

They keep this token until they use it or until the end of the round.

They are able to use this token even if Martok(9) then moves out of range of them (i.e. through using a free Sensor Echo action).

Similarly if he is destroyed before they have had a chance to attack they do not lose the token and may still use the benefit when they attack.

This is different from cards which have a continuous effect such as Donatra; where the ship benefitting from the ability gains the bonus only if they satisfy the conditions at the moment of their Attack (rather than in the Perform Action step as in Martok(9)'s case).

Hope this helps.
Andrew Parks 14591709

paulsk wrote:

If a ship uses All Forward Disruptor Banks and makes multiple attacks, does the bonus apply to all attacks?

All Forward Disruptor Banks - "Action: Disable this card to add +1 attack die to any attack in your forward arc this round."

I know that "this round" typically indicates the total bonus over the course of the round, but AFDB's "any attack" language is unusual and could be read to mean +1 die for any attack during the round as opposed to +1 die for the round.


This allows a bonus to any one attack of your choice during the round.

EDIT: Yes, this bonus would apply to all attacks made by that ship in its forward arc that turn.
Magentawolf 14592583

Andrew Parks wrote:

paulsk wrote:

If a ship uses All Forward Disruptor Banks and makes multiple attacks, does the bonus apply to all attacks?

All Forward Disruptor Banks - "Action: Disable this card to add +1 attack die to any attack in your forward arc this round."

I know that "this round" typically indicates the total bonus over the course of the round, but AFDB's "any attack" language is unusual and could be read to mean +1 die for any attack during the round as opposed to +1 die for the round.


This allows a bonus to any one attack of your choice during the round.


Arrrgh. Yet another case of extraneous verbiage that is sincerely beginning to frustrate me. I would've sworn that this, in fact, worked on any attack made through the forward arc, and not just one.
SteRT 14592692

Arrrgh. Yet another case of extraneous verbiage that is sincerely beginning to frustrate me. I would've sworn that this, in fact, worked on any attack made through the forward arc, and not just one.


It can be a little frustrating.

With this one though I feel a bit more lenient.

I don't know what the lead time on developing the cards for each wave is but I think as this card came with the starter set it was probably drafted up at a time when there wasn't a possibility of making more than 1 attack.

The "any" in the text was probably meant to mean it didn't matter whether the attack was from a primary or secondary weapon.

Then with the advent of cards that allowed extra attacks what once meant one thing could then be misinterpreted.

As I used to play CCG's I've seen this numerous times before in the first iteration of games so I'm pretty much used to it.

If I'm honest they've done a lot better with the wordings than a lot of the CCG's I played did on the first attempt AND none of them provided an almost immediate feedback method for clarification (thanks again Andrew).
H00D4M4N 14594337

SteRT wrote:


Arrrgh. Yet another case of extraneous verbiage that is sincerely beginning to frustrate me. I would've sworn that this, in fact, worked on any attack made through the forward arc, and not just one.


It can be a little frustrating.

With this one though I feel a bit more lenient.

I don't know what the lead time on developing the cards for each wave is but I think as this card came with the starter set it was probably drafted up at a time when there wasn't a possibility of making more than 1 attack.

The "any" in the text was probably meant to mean it didn't matter whether the attack was from a primary or secondary weapon.

Then with the advent of cards that allowed extra attacks what once meant one thing could then be misinterpreted.

As I used to play CCG's I've seen this numerous times before in the first iteration of games so I'm pretty much used to it.

If I'm honest they've done a lot better with the wordings than a lot of the CCG's I played did on the first attempt AND none of them provided an almost immediate feedback method for clarification (thanks again Andrew).


I agree, although it does create some additional unnecessary confusion. While I know what it's meant to be read as, when you include the title of the card it could also mean an order from this ship's commander that gives +1 attack to any ship attacking in this ship's forward firing arc.

What I find even more frustrating however is some of the really important rules that aren't even in the rulebook. Things like what "your" actually means, "after you move" timing, etc. Hopefully we will get an updated and more clear document soon.
keokiyoung 14594387

H00D4M4N wrote:

keokiyoung wrote:

I have a question about Secondary Torpedo Launcher. The card reads:

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 attack die. You do not need to spend a second target lock to make this extra attack."

Is this -1 attack die applied to the 4 attack value printed on the Secondary Torpedo Launcher card, or the attack value on the Photon or Quantum Torpedoes card used in the initial attack?


-1 on the printed attack value of the Secondary Torpedo Launcher. It says "this weapon."


Thanks for clearing that up. Makes me wonder why they'd even bother printing a '4' on the card in the first place, since the card apparently never actually gives you four dice.
Ender02 14594617

keokiyoung wrote:

H00D4M4N wrote:

keokiyoung wrote:

I have a question about Secondary Torpedo Launcher. The card reads:

"If you have already fired another torpedo at an enemy ship in your forward firing arc this round, you may use this weapon to make a second attack against that ship, at -1 attack die. You do not need to spend a second target lock to make this extra attack."

Is this -1 attack die applied to the 4 attack value printed on the Secondary Torpedo Launcher card, or the attack value on the Photon or Quantum Torpedoes card used in the initial attack?


-1 on the printed attack value of the Secondary Torpedo Launcher. It says "this weapon."


Thanks for clearing that up. Makes me wonder why they'd even bother printing a '4' on the card in the first place, since the card apparently never actually gives you four dice.


Because you can always fire just the secondary torpedo launcher as a weapon by itself and it would get the full 4 dice. It only gets the -1 penalty if it is being fired in addition to another weapon for a turn. Really depends on how you clear out your disabled tokens later on or if someone hits you with something that can disable an upgrade. You may find yourself with the secondary launcher cleared, but your other torpedo launcher still disabled.
Andrew Parks 14597462

H00D4M4N wrote:

SteRT wrote:


Arrrgh. Yet another case of extraneous verbiage that is sincerely beginning to frustrate me. I would've sworn that this, in fact, worked on any attack made through the forward arc, and not just one.


It can be a little frustrating.

With this one though I feel a bit more lenient.

I don't know what the lead time on developing the cards for each wave is but I think as this card came with the starter set it was probably drafted up at a time when there wasn't a possibility of making more than 1 attack.

The "any" in the text was probably meant to mean it didn't matter whether the attack was from a primary or secondary weapon.

Then with the advent of cards that allowed extra attacks what once meant one thing could then be misinterpreted.

As I used to play CCG's I've seen this numerous times before in the first iteration of games so I'm pretty much used to it.

If I'm honest they've done a lot better with the wordings than a lot of the CCG's I played did on the first attempt AND none of them provided an almost immediate feedback method for clarification (thanks again Andrew).


I agree, although it does create some additional unnecessary confusion. While I know what it's meant to be read as, when you include the title of the card it could also mean an order from this ship's commander that gives +1 attack to any ship attacking in this ship's forward firing arc.

What I find even more frustrating however is some of the really important rules that aren't even in the rulebook. Things like what "your" actually means, "after you move" timing, etc. Hopefully we will get an updated and more clear document soon.


Folks, my apologies as you are correct on this one. As I answer these questions at all hours of the day and night, my brain is not always functioning fully.

Yes, the use of the word "any" on that card is meant to signify that it works for all attacks that round. I will edit my response above.

Andrew
delta_angelfire 14598313
Just another quick response, are you sure that is what any is supposed to signify? It seemed clear to me that it was the standard "+1 die this round" wording, and "any" just was the usual redundancy meaning if you attacked more than once within your forward arc, it could apply to -any- single one of those attacks.

If not it wouldn't it be worded more like staw:Tetryon Emissions?

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.
dc0nklin 14600292
Sorry if this has been asked before, but I can't find it.

While using the Romulan Flagship card, can a ship Cloak as an action and immediately use the free Sensor Echo action from the Flagship card in the same turn?

We think yes, but some wording in the RAW (pre-Flagship) makes it seem like it could be ruled the other way.

Thx.
FortuneFavorTheBold 14600378

dc0nklin wrote:

Sorry if this has been asked before, but I can't find it.

While using the Romulan Flagship card, can a ship Cloak as an action and immediately use the free Sensor Echo action from the Flagship card in the same turn?

We think yes, but some wording in the RAW (pre-Flagship) makes it seem like it could be ruled the other way.

Thx.


As actions can be taken in any order during a ship's activation, I don't see why it couldn't work out that a ship could use it's "standard" action to cloak, and then, meeting the condition of being cloaked, use it's free action Sensor Echo from the flagship effect.
koku_ryu 14611356
Can the praetus acquire multiple cloak tokens over multiple turns?
Praetus relevant text:
"You may use the [cloak] action even if you have no active shields."

Cloak rule relevant text:
"A ship must have at least 1 active shield in order to perform a cloak action. When performing a cloak action, disable all of the ship's remaining shields..."

Can I cloak, not fire, then cloak on the next turn. (I'm certain I can, but other people disagree)

Would this actually gain any benefit?
davedujour 14611505

koku_ryu wrote:

Can the praetus acquire multiple cloak tokens over multiple turns?
Praetus relevant text:
"You may use the [cloak] action even if you have no active shields."

Cloak rule relevant text:
"A ship must have at least 1 active shield in order to perform a cloak action. When performing a cloak action, disable all of the ship's remaining shields..."

Can I cloak, not fire, then cloak on the next turn. (I'm certain I can, but other people disagree)

Would this actually gain any benefit?


Strict reading of the text would suggest yes, you can cloak while already cloaked with the Praetus, but if the ship fires I think all the cloak tokens would turn to red and be removed during the end phase. So it wouldn't help at all. It would just give another chance to take a point of damage and use up an Action.
The rule book only every uses the singular "Token". No assumption is made to have more than 1 cloak Token next to a ship at a time.
You might try to argue that each cloak Token grants 4 defense dice per token, but that's not what the rule book says. It says "While Cloaked, the ship rolls 4 extra defense dice." pg 10. So it doesn't matter if the ship has 1 or 15 cloak tokens next to it. It can only be "cloaked" or "uncloaked".
Definitely against the spirit of the rules if not against the text. Expect it to get FAQ'd to "No." soon.
Xerxies 14612936
After seeing some interesting tactics in this months OP, I've got some questions regarding antimatter mines.

YOu only have to place part of the mine template in range one, but do you have to place only part or all of the mine template in your rear 90 degree arc?

I when started to think about the other mine tokens.

Cloaked mines for romulans state you must place not with range two of an enemy ship and within range two of your ship. Does all or only part of the mine template have to be with range two of your ship?

Finally nuclear warheads for the next romulan ship says place within range 1 of your ship,once again is that all or only part of the template?

Andrew, it might be an idea to have a mine section in the FAQ. I know there is sort of a section so far but as they warheads or tech upgrades I think they are split up.
Magentawolf 14614207

Xerxies wrote:

After seeing some interesting tactics in this months OP, I've got some questions regarding antimatter mines.

YOu only have to place part of the mine template in range one, but do you have to place only part or all of the mine template in your rear 90 degree arc?

I when started to think about the other mine tokens.

Cloaked mines for romulans state you must place not with range two of an enemy ship and within range two of your ship. Does all or only part of the mine template have to be with range two of your ship?

Finally nuclear warheads for the next romulan ship says place within range 1 of your ship,once again is that all or only part of the template?

Andrew, it might be an idea to have a mine section in the FAQ. I know there is sort of a section so far but as they warheads or tech upgrades I think they are split up.


Only a smidgen of the template must be within arc and range for the Antimatter Mines, and by the same ruling, the Nuclear Warhead should be included.

Cloaked mines are also included; the template has to be partially within range 2 of your ship, while being completely outside range 2 of the opposing ships.
swingk2121 14614212

Xerxies wrote:

After seeing some interesting tactics in this months OP, I've got some questions regarding antimatter mines.

YOu only have to place part of the mine template in range one, but do you have to place only part or all of the mine template in your rear 90 degree arc?

I when started to think about the other mine tokens.

Cloaked mines for romulans state you must place not with range two of an enemy ship and within range two of your ship. Does all or only part of the mine template have to be with range two of your ship?

Finally nuclear warheads for the next romulan ship says place within range 1 of your ship,once again is that all or only part of the template?

Andrew, it might be an idea to have a mine section in the FAQ. I know there is sort of a section so far but as they warheads or tech upgrades I think they are split up.


The FAQ already answers for one of the mines and because they all share similar wording you would treat them the same. This is from the FAQ:

7. Must the Antimatter Mines be placed entirely within the Range 1 portion of my rear firing arc?

No, the Antimatter Mines can be placed anywhere that is at least partially in the Range 1 portion of your rear firing arc.
Xerxies 14615811


The FAQ already answers for one of the mines and because they all share similar wording you would treat them the same. This is from the FAQ:

7. Must the Antimatter Mines be placed entirely within the Range 1 portion of my rear firing arc?

No, the Antimatter Mines can be placed anywhere that is at least partially in the Range 1 portion of your rear firing arc.


Oh I read that as partially in range 1, and wasn't sure if the partial was for the arc too.

This does mean that if you went to the extreme the template potentially could go ahead of your ship, if you tried to bend it round the side of the base. That doesn't make a lot of sense to me.

I'm not sure how to beat the tactic I seen now.
swingk2121 14616491

Xerxies wrote:



The FAQ already answers for one of the mines and because they all share similar wording you would treat them the same. This is from the FAQ:

7. Must the Antimatter Mines be placed entirely within the Range 1 portion of my rear firing arc?

No, the Antimatter Mines can be placed anywhere that is at least partially in the Range 1 portion of your rear firing arc.


Oh I read that as partially in range 1, and wasn't sure if the partial was for the arc too.

This does mean that if you went to the extreme the template potentially could go ahead of your ship, if you tried to bend it round the side of the base. That doesn't make a lot of sense to me.

I'm not sure how to beat the tactic I seen now.


I and another player in my group have gone as fare as placing antimatter mines underneath the ship with the tip sticking out the back (Within the rear arc, which is required). The nice thing because the mine is so large it enables you to take out those range one cloaked Klingon(s) in front of you, but then you suffer the potential damage to. I actually took out two ships at the same time while only suffering lose of my 2 shields and a hull damage.
delta_angelfire 14617127
the rulings on mines are extensive. For a more complete listing, please check the wiki.

STAW:Antimatter Mines
STAW:Cloaked Mines
DonMegel 14618789
If Riker ' s ability is used on a ship with a cloak, does it have to decloak?
Illyth 14619514
I'm moderately sure this hasn't been asked yet. Is it possible to remove a Battlestations token from Alexander's card if your ship is otherwise prohibited from performing actions (i.e. has an aux power token)?

Alexander wrote:

Each time your ship is hit for at least 1 damage, place one [Battlestations] Token on this card.

During the Activation Phase, you may take 1 [Battlstations] Token off this card and place it beside your ship.


I thought this might be a rare exception to the normal rules, since at no point in his text does the word "action" appear.
Andrew Parks 14619861

koku_ryu wrote:

Can the praetus acquire multiple cloak tokens over multiple turns?


No.
Andrew Parks 14619880

DonMegel wrote:

If Riker ' s ability is used on a ship with a cloak, does it have to decloak?


Don't have Riker in front of me, but if it doesn't say "attack", then you would not have to de-cloak.
Andrew Parks 14619883

Illyth wrote:

I'm moderately sure this hasn't been asked yet. Is it possible to remove a Battlestations token from Alexander's card if your ship is otherwise prohibited from performing actions (i.e. has an aux power token)?


Yes.
hadrian132 14621235
How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?
XanderF 14621389

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would no be better as a passive ability?


Or, more specifically as noted in the other thread...

...if it's listed as an 'Action', then it seems limited by his ship moving/actioning as a skill-7 ship. IE., he moves/actions after ships below skill 7...but he also shoots before them, too, so doesn't use his ability on them.

However, he moves/actions before captains of HIGHER skill. So while his ability would theoretically let him shoot first against them...he has no idea where they are going to BE when he must choose to activate it (if it's an action - he has to decide to use it or not before the potential targets for it have moved into arc).

That "ability" seems like a great way to waste actions on the ship, unless we are mis-reading it? "I have a feeling Picard is going to fly in front of me this turn...I just KNOW it! [Action] time, hah, I'll get him! I'll...wait...no, he's turning the other way. Nuts."

Worst, captains with higher skill than him can take their OWN actions after they've seen what he is planning, so...'Oh, you plan to shoot first against me? Interesting. [SENSOR ECHO]. What were you saying?'

I'm assuming we must be missing something obvious, here...
Novacat 14622369

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?

It is an action. What, specifically, are you confused about?
XanderF 14622417

Novacat wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?

It is an action. What, specifically, are you confused about?


Because that makes no sense. It's an action whose only use is against higher-skilled captains, except you can't know when you decide to use the action if you will be able to use it or not.

If that's a typo, though (and we've definitely seen enough of those on the previews!), and this is just a passive ability - it makes a lot more sense. Still situational (it only comes up if both you AND a higher-skill captain both have a shot on the same turn, and you have a shot on him with enough possible firepower to make some difference to his shot), but at least you aren't burning actions on a wild guess.
hadrian132 14622601

Novacat wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?

It is an action. What, specifically, are you confused about?


My point is more about the complication of the ability which translates into making its use even more limited. I get the feeling that it was a great ability and then it was felt to be TOO good so it had to trimmed and the easiest way to do that was make it an action.
XanderF 14622632

hadrian132 wrote:

Novacat wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?

It is an action. What, specifically, are you confused about?


My point is more about the complication of the ability which translates into making its use even more limited. I get the feeling that it was a great ability and then it was felt to be TOO good so it had to trimmed and the easiest way to do that was make it an action.


...which I'm not inherently opposed to, I just wish it would have been an action that wouldn't sometimes do nothing. Like, maybe, "Action: Place a [battle stations] token beside your ship as a free action. If you do this, then immediately before the combat phase, you may spend that token to fire before any other captain." (...or [scan], or whatever would be appropriate for Romulans)

That way, even if no higher-skilled captain DOES fly in front of you, you at least have the BS token left you can spend in combat as normal. And if they do...you can take that first shot, if you need it.

Buy my personal hunch is that this is a typo on the early/preview cards. Gotta be. Otherwise, sooooo overpriced....
hadrian132 14622695

XanderF wrote:

hadrian132 wrote:

Novacat wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would it not be better as a passive ability?

It is an action. What, specifically, are you confused about?


My point is more about the complication of the ability which translates into making its use even more limited. I get the feeling that it was a great ability and then it was felt to be TOO good so it had to trimmed and the easiest way to do that was make it an action.


...which I'm not inherently opposed to, I just wish it would have been an action that wouldn't sometimes do nothing. Like, maybe, "Action: Place a [battle stations] token beside your ship as a free action. If you do this, then immediately before the combat phase, you may spend that token to fire before any other captain." (...or [scan], or whatever would be appropriate for Romulans)

That way, even if no higher-skilled captain DOES fly in front of you, you at least have the BS token left you can spend in combat as normal. And if they do...you can take that first shot, if you need it.

Buy my personal hunch is that this is a typo on the early/preview cards. Gotta be. Otherwise, sooooo overpriced....


I would agree with that. It looks like a Fisbeen action. I mean its a narrow use action and that caution will make you even use less because if you get it wrong, well you wasted an action. So the caution factor may even make it used less.
Novacat 14622753
"This card seems too bad to be correct" is not a common rules question, but it is a funny one.
delta_angelfire 14622763
Please move off topic discussion to another thread. I've started one for you here:
http://boardgamegeek.com/article/14622757#14622757
davedujour 14623944
When must Varel be declared? I know it's before Step 2 (Roll Attack Dice) of the Combat Phase, but is it before or after all the "options" for the attack are declared in Step 1? Before Target Locks are expended & Torpedoes disabled, extra attack die added from Admiral's Orders, etc? Or would the Torpedoes not get disabled & the Target Lock stay in place?

I didn't see any mention of Varel in the FAQ post or in Wiki.

Varel:
Discard this card to cancel a single attack against her ship before any dice are rolled. The canceled attack cannot be directed against a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.
SteRT 14623990
There has been a ruling and it's accessible in the Wiki even though Varel doesn't show up in the list.

http://www.boardgamegeek.com/wiki/page/STAW%3AVarel#
Novacat 14623995

davedujour wrote:

When must Varel be declared? I know it's before Step 2 (Roll Attack Dice) of the Combat Phase, but is it before or after all the "options" for the attack are declared in Step 1? Before Target Locks are expended & Torpedoes disabled, extra attack die added from Admiral's Orders, etc? Or would the Torpedoes not get disabled & the Target Lock stay in place?

I didn't see any mention of Varel in the FAQ post or in Wiki.

Varel:
Discard this card to cancel a single attack against her ship before any dice are rolled. The canceled attack cannot be directed against a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.

You would not spend tokens on an attack before dice are rolled. Tokens are spent during Step 3: Modify Attack Dice. The only thing that happens before rolling the attack dice is to declare a target, and to calculate how many dice you are spending. I suppose a secondary weapon that requires discarding a target lock would still discard that, but that's basically it.

If your opponent has an ability that allows him to add dice to an attack without taking an action (for example, the Strike Force admiral's order), then he might waste that, because it has to be declared before the dice are rolled.
koku_ryu 14625809

Andrew Parks wrote:

koku_ryu wrote:

Can the praetus acquire multiple cloak tokens over multiple turns?


No.


Specifically, why?

The rules don't seem to stop it, with the only restriction being shields, and the Praetus breaks that rule.

Or does it not work because, logically, a ship that is already cloaked cannot cloak?
davedujour 14626344

Novacat wrote:

davedujour wrote:

When must Varel be declared? I know it's before Step 2 (Roll Attack Dice) of the Combat Phase, but is it before or after all the "options" for the attack are declared in Step 1? Before Target Locks are expended & Torpedoes disabled, extra attack die added from Admiral's Orders, etc? Or would the Torpedoes not get disabled & the Target Lock stay in place?

I didn't see any mention of Varel in the FAQ post or in Wiki.

Varel:
Discard this card to cancel a single attack against her ship before any dice are rolled. The canceled attack cannot be directed against a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.

You would not spend tokens on an attack before dice are rolled. Tokens are spent during Step 3: Modify Attack Dice. The only thing that happens before rolling the attack dice is to declare a target, and to calculate how many dice you are spending. I suppose a secondary weapon that requires discarding a target lock would still discard that, but that's basically it.

If your opponent has an ability that allows him to add dice to an attack without taking an action (for example, the Strike Force admiral's order), then he might waste that, because it has to be declared before the dice are rolled.


I highlighted the specific part I was asking. I just phrased it poorly because it was late & I had been playing STAW all night.
davedujour 14626363

SteRT wrote:

There has been a ruling and it's accessible in the Wiki even though Varel doesn't show up in the list.

http://www.boardgamegeek.com/wiki/page/STAW%3AVarel#


Well that doesn't help if she's not in listed here: http://www.boardgamegeek.com/wiki/page/STAW%253A I fixed that.
H00D4M4N 14627479

XanderF wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would no be better as a passive ability?


Or, more specifically as noted in the other thread...

...if it's listed as an 'Action', then it seems limited by his ship moving/actioning as a skill-7 ship. IE., he moves/actions after ships below skill 7...but he also shoots before them, too, so doesn't use his ability on them.

However, he moves/actions before captains of HIGHER skill. So while his ability would theoretically let him shoot first against them...he has no idea where they are going to BE when he must choose to activate it (if it's an action - he has to decide to use it or not before the potential targets for it have moved into arc).

That "ability" seems like a great way to waste actions on the ship, unless we are mis-reading it? "I have a feeling Picard is going to fly in front of me this turn...I just KNOW it! [Action] time, hah, I'll get him! I'll...wait...no, he's turning the other way. Nuts."

Worst, captains with higher skill than him can take their OWN actions after they've seen what he is planning, so...'Oh, you plan to shoot first against me? Interesting. [SENSOR ECHO]. What were you saying?'

I'm assuming we must be missing something obvious, here...


What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.
XanderF 14628830

H00D4M4N wrote:

What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.


I can't imagine they'd release a captain whose ability only makes sense when paired with cross-faction elements to the list. (And in any case, remember that the Flagship is a 'Dominion War Organized Play Event Resource'...there is no indication they are legal outside of that format, and no indication they'll be available for use after the Dominion War events are over. Indeed, the OP rules appear to indicate they specifically WON'T be - last page of any month's instructions "Players may choose from among any available Resources for the current Storyline OP")

So...
H00D4M4N 14630001

XanderF wrote:

H00D4M4N wrote:

What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.


I can't imagine they'd release a captain whose ability only makes sense when paired with cross-faction elements to the list. (And in any case, remember that the Flagship is a 'Dominion War Organized Play Event Resource'...there is no indication they are legal outside of that format, and no indication they'll be available for use after the Dominion War events are over. Indeed, the OP rules appear to indicate they specifically WON'T be - last page of any month's instructions "Players may choose from among any available Resources for the current Storyline OP")

So...


First, there's no indication that the Dominion War resources are Dominion War exclusive anywhere that I've seen. Certain Ops may only allow their storyline resources, but it's really up to the judges. They are part of the game.

Secondly, saying "this action sucks because the higher point captain can just move out of the arc" is a lot easier said than done. The movements have already been plotted by this point, and unless the higher point captain has something like Engage more often than not they will still be in the arc.

Now I don't think Romulan Commander is broken or anything, but I do think some people are underestimating the ability to attack before everyone else.
XanderF 14630225

H00D4M4N wrote:

XanderF wrote:

H00D4M4N wrote:

What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.


I can't imagine they'd release a captain whose ability only makes sense when paired with cross-faction elements to the list. (And in any case, remember that the Flagship is a 'Dominion War Organized Play Event Resource'...there is no indication they are legal outside of that format, and no indication they'll be available for use after the Dominion War events are over. Indeed, the OP rules appear to indicate they specifically WON'T be - last page of any month's instructions "Players may choose from among any available Resources for the current Storyline OP")

So...


First, there's no indication that the Dominion War resources are Dominion War exclusive anywhere that I've seen. Certain Ops may only allow their storyline resources, but it's really up to the judges.


You mean, aside from the line I just quoted which specifically says you can only use the resources from the CURRENT storyline OP?
H00D4M4N 14630574

XanderF wrote:

H00D4M4N wrote:

XanderF wrote:

H00D4M4N wrote:

What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.


I can't imagine they'd release a captain whose ability only makes sense when paired with cross-faction elements to the list. (And in any case, remember that the Flagship is a 'Dominion War Organized Play Event Resource'...there is no indication they are legal outside of that format, and no indication they'll be available for use after the Dominion War events are over. Indeed, the OP rules appear to indicate they specifically WON'T be - last page of any month's instructions "Players may choose from among any available Resources for the current Storyline OP")

So...


First, there's no indication that the Dominion War resources are Dominion War exclusive anywhere that I've seen. Certain Ops may only allow their storyline resources, but it's really up to the judges.


You mean, aside from the line I just quoted which specifically says you can only use the resources from the CURRENT storyline OP?


Again, it's up to the judge. If we went by that literal bit of text (which may or may not be included on the next storyline instructions), then the Dominion War Month 6 resource would be completely useless in OP events since participation stuff is usually handed out after the events. Seems a bit ridiculous for WK to give us stuff only usable in friendly games, doesn't it?
Harry Llama 14630592

XanderF wrote:

You mean, aside from the line I just quoted which specifically says you can only use the resources from the CURRENT storyline OP?

1) The only Resources available are the ones for the current OP.
2) I don't see the word "only" anywhere other than where you've stated it in your comment.


You're forgetting the Romulan Commander has two Elite Talent slots. There are also things like Cloaked Mines and Nuclear Warhead to help steer your opponent in the direction you want them to go.

I play faction pure Romulan and one of my biggest struggles is shooting last when I play anything other than faction pure Dominion. I'm looking forward to getting the jump on Kirk and Picard for a change.
SteRT 14631181

davedujour wrote:

SteRT wrote:

There has been a ruling and it's accessible in the Wiki even though Varel doesn't show up in the list.

http://www.boardgamegeek.com/wiki/page/STAW%3AVarel#


Well that doesn't help if she's not in listed here: http://www.boardgamegeek.com/wiki/page/STAW%253A I fixed that.


True but then I didn't want to amend the Wiki front page in case I broke it (I'm a bit of a klutz that way sometimes).

I did however find the ruling to answer your query for you.
mrfantastical 14634515

H00D4M4N wrote:

XanderF wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would no be better as a passive ability?


Or, more specifically as noted in the other thread...

...if it's listed as an 'Action', then it seems limited by his ship moving/actioning as a skill-7 ship. IE., he moves/actions after ships below skill 7...but he also shoots before them, too, so doesn't use his ability on them.

However, he moves/actions before captains of HIGHER skill. So while his ability would theoretically let him shoot first against them...he has no idea where they are going to BE when he must choose to activate it (if it's an action - he has to decide to use it or not before the potential targets for it have moved into arc).

That "ability" seems like a great way to waste actions on the ship, unless we are mis-reading it? "I have a feeling Picard is going to fly in front of me this turn...I just KNOW it! [Action] time, hah, I'll get him! I'll...wait...no, he's turning the other way. Nuts."

Worst, captains with higher skill than him can take their OWN actions after they've seen what he is planning, so...'Oh, you plan to shoot first against me? Interesting. [SENSOR ECHO]. What were you saying?'

I'm assuming we must be missing something obvious, here...


What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.




So now that the card is officially previewed... The wording is ambiguous. "during the combat phase your ship gets to attack before every other ship". My friend joked that this action would allow the commander to attack before EVERY ship. I just wanted to get the chatter going so this can be FAQ'd.
Ender02 14634953

mrfantastical wrote:

H00D4M4N wrote:

XanderF wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would no be better as a passive ability?


Or, more specifically as noted in the other thread...

...if it's listed as an 'Action', then it seems limited by his ship moving/actioning as a skill-7 ship. IE., he moves/actions after ships below skill 7...but he also shoots before them, too, so doesn't use his ability on them.

However, he moves/actions before captains of HIGHER skill. So while his ability would theoretically let him shoot first against them...he has no idea where they are going to BE when he must choose to activate it (if it's an action - he has to decide to use it or not before the potential targets for it have moved into arc).

That "ability" seems like a great way to waste actions on the ship, unless we are mis-reading it? "I have a feeling Picard is going to fly in front of me this turn...I just KNOW it! [Action] time, hah, I'll get him! I'll...wait...no, he's turning the other way. Nuts."

Worst, captains with higher skill than him can take their OWN actions after they've seen what he is planning, so...'Oh, you plan to shoot first against me? Interesting. [SENSOR ECHO]. What were you saying?'

I'm assuming we must be missing something obvious, here...


What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.




So now that the card is officially previewed... The wording is ambiguous. "during the combat phase your ship gets to attack before every other ship". My friend joked that this action would allow the commander to attack before EVERY ship. I just wanted to get the chatter going so this can be FAQ'd.


Why would it need to be FAQ'd? It attacks before every other ship. Since it cant attack before itself, that wouldn't make sense. So literally every other ship, just as the cad states. What I like, is that since this attack is happening "before every other ship attacks" that means that they do not get to take advantage of the simultaneous fire rule, so if you kill them, they don't get to shoot back.
swingk2121 14635010

mrfantastical wrote:

H00D4M4N wrote:

XanderF wrote:

hadrian132 wrote:

How does the new Romulan Commander card use his special ability for the Gal ga thong expansion? Is it an action or was that a typo? Seems a little complicated, would no be better as a passive ability?


Or, more specifically as noted in the other thread...

...if it's listed as an 'Action', then it seems limited by his ship moving/actioning as a skill-7 ship. IE., he moves/actions after ships below skill 7...but he also shoots before them, too, so doesn't use his ability on them.

However, he moves/actions before captains of HIGHER skill. So while his ability would theoretically let him shoot first against them...he has no idea where they are going to BE when he must choose to activate it (if it's an action - he has to decide to use it or not before the potential targets for it have moved into arc).

That "ability" seems like a great way to waste actions on the ship, unless we are mis-reading it? "I have a feeling Picard is going to fly in front of me this turn...I just KNOW it! [Action] time, hah, I'll get him! I'll...wait...no, he's turning the other way. Nuts."

Worst, captains with higher skill than him can take their OWN actions after they've seen what he is planning, so...'Oh, you plan to shoot first against me? Interesting. [SENSOR ECHO]. What were you saying?'

I'm assuming we must be missing something obvious, here...


What you're missing is there are still ways for him to move again after he moves and takes his action. Martok for example can give him another action, and if Romulan Commander has Engage or In'Cha, then there you go. Or that independent flagship nearby that can give him another white/green maneuver.




So now that the card is officially previewed... The wording is ambiguous. "during the combat phase your ship gets to attack before every other ship". My friend joked that this action would allow the commander to attack before EVERY ship. I just wanted to get the chatter going so this can be FAQ'd.


I don't understand why this card is upsetting people nor why it is seen as confusing.

1.) If you use the Romulan Commanders action, his ship gets to perform his attack during the combat phase before any other ship. This means for all intensive purposes he is the first and since the highest level captain is currently a 9, you can think of him as a level 10 captain and he has 2 elite talent slots to be even better.
2.) If you use his ability you potential could do enough damage to remove a ship from play before it gets to attack. THAT IS POWERFUL. Just think the powerhouse ships using Jean-Luc Picard should now be scared. Also many of the Romulan upgrades don't require you to use your one action for them to occur.
3.) The only issue I could possible see occurring is if 2 people run him, I would assume they would base who would attack first on initiative.
anyGould 14635048

Ender02 wrote:



Why would it need to be FAQ'd? It attacks before every other ship.


Yes, but does it attack before *every* ship? (as in, I shoot before Picard, then I shoot again before Sisko, then I shoot again before the 0-cost guy).

It's a rule-lawyer argument (although it would justify the extra cost and having to spend an action...)
swingk2121 14635219

anyGould wrote:

Ender02 wrote:



Why would it need to be FAQ'd? It attacks before every other ship.


Yes, but does it attack before *every* ship? (as in, I shoot before Picard, then I shoot again before Sisko, then I shoot again before the 0-cost guy).

It's a rule-lawyer argument (although it would justify the extra cost and having to spend an action...)


I admit that is a funny way to interrupt the wording and does make sense, but I'm sure their meaning was you get to perform your attack before any other ship performs there attack.

I like yours better though.
mrfantastical 14635230

anyGould wrote:

Ender02 wrote:



Why would it need to be FAQ'd? It attacks before every other ship.


Yes, but does it attack before *every* ship? (as in, I shoot before Picard, then I shoot again before Sisko, then I shoot again before the 0-cost guy).

It's a rule-lawyer argument (although it would justify the extra cost and having to spend an action...)


This is exactly my point... Per my friend, "lol.... does this mean it attacks first? or it attacks before every other ship attacks? I.E. My Picard will.... nope my Romulan will attack first. Okay now my picard attacks... My Kirk will...nope my romulan will attack first. Okay now my Kirk will attack....".
Chance Gardener 14636793
Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.
aaron2310 14637145
I really don't get the hate I'm seeing for Romulan Commander. Yes, they could easily move out of your way but that's the same for everything - you get a target lock and he gets too close or too far away, you take battlestations for the offensive and he moves away.

Yes, I get that the action for RC has more of a downside than those in the APT but being a Romulan player is about knowing when to make that action or decision.

I can't wait to fly him.
mrfantastical 14637487

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.
Magentawolf 14637889

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.
mrfantastical 14637935

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.
swingk2121 14638064

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


I know Andrew is the one who has to errata rules, but we all know the intention of Romulan Commander and before this gets out of hand with a general understand of the game creators intent here is my belief. Of course I can be wrong and you are welcome to wait for Andrew to make a decision.

Romulan Commanders Action (should read): During the combat phase this round, your ship [performs its] attack before [any] other ship [gets to perform an attack]. Place an Auxiliary power token beside your ship.
davedujour 14638295

mrfantastical wrote:

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.


No, it can't be interpreted that way. Nothing on the card changes the rule that a ship only gets 1 attack per turn. (pg 12 of the rule book) Trying to claim otherwise is just breaking Wheaton's Law. "during the combat phase your ship gets to attack before every other ship".
Picard attacks - No, my Romulan Commander attacks.
Okay now Picard attacks. Now Kirk attacks - No, my Rommulan Commander attacks except he already attacked "before every other ship this round", just like the card says.
I also need to quote Shakespeare: kill all the lawyers. shake
swingk2121 14638458

davedujour wrote:

mrfantastical wrote:

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.


No, it can't be interpreted that way. Nothing on the card changes the rule that a ship only gets 1 attack per turn. (pg 12 of the rule book) Trying to claim otherwise is just breaking Wheaton's Law. "during the combat phase your ship gets to attack before every other ship".
Picard attacks - No, my Romulan Commander attacks.
Okay now Picard attacks. Now Kirk attacks - No, my Rommulan Commander attacks except he already attacked "before every other ship this round", just like the card says.
I also need to quote Shakespeare: kill all the lawyers. shake


Actually your comments a not exact. Cards like the named keldon, Ferengi missiles, counter attack, and once more into the breech are all examples of cards that can give you more then one attack per round. I point these out just to say that cards can alter the rules. We need to wait for Andrew or you can use my above wording until then.
davedujour 14638530

swingk2121 wrote:

davedujour wrote:

mrfantastical wrote:

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.


No, it can't be interpreted that way. Nothing on the card changes the rule that a ship only gets 1 attack per turn. (pg 12 of the rule book) Trying to claim otherwise is just breaking Wheaton's Law. "during the combat phase your ship gets to attack before every other ship".
Picard attacks - No, my Romulan Commander attacks.
Okay now Picard attacks. Now Kirk attacks - No, my Rommulan Commander attacks except he already attacked "before every other ship this round", just like the card says.
I also need to quote Shakespeare: kill all the lawyers. shake


Actually your comments a not exact. Cards like the named keldon, Ferengi missiles, counter attack, and once more into the breech are all examples of cards that can give you more then one attack per round. I point these out just to say that cards can alter the rules. We need to wait for Andrew or you can use my above wording until then.


Right, and they all say "may make an additional attack this round" or "may make 2 attacks this round" or similar. The Romulan Commander doesn't have any text like that. It never says a ship can make more than 1 attack in a round.
Magentawolf 14638555
I suppose 'any' might have been a better choice of words rather then 'every', but this is a bloody silly argument.

While having the ear of the developer is great, this is one of the downsides of that close contact, where everything demands clarification.
H00D4M4N 14638572

swingk2121 wrote:

davedujour wrote:

mrfantastical wrote:

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.


No, it can't be interpreted that way. Nothing on the card changes the rule that a ship only gets 1 attack per turn. (pg 12 of the rule book) Trying to claim otherwise is just breaking Wheaton's Law. "during the combat phase your ship gets to attack before every other ship".
Picard attacks - No, my Romulan Commander attacks.
Okay now Picard attacks. Now Kirk attacks - No, my Rommulan Commander attacks except he already attacked "before every other ship this round", just like the card says.
I also need to quote Shakespeare: kill all the lawyers. shake


Actually your comments a not exact. Cards like the named keldon, Ferengi missiles, counter attack, and once more into the breech are all examples of cards that can give you more then one attack per round. I point these out just to say that cards can alter the rules. We need to wait for Andrew or you can use my above wording until then.


But all those cards clearly specify multiple attacks. Romulan Commander doesn't at all, people are just trying to twist the wording to mean what it clearly doesn't. If it was meant to be that his ship gets to attack multiple times, once before EVERY ship makes their own attack, it would be worded much differently (like it does in this sentence).

Bottom line is THIS DOES NOT need to be in the FAQ. The FAQ is massive enough with "clarifications" that didn't need clarifying to begin with.
swingk2121 14639736

H00D4M4N wrote:

swingk2121 wrote:

davedujour wrote:

mrfantastical wrote:

Magentawolf wrote:

mrfantastical wrote:

Chance Gardener wrote:

Yes. It means if I have the RC and you have 5 ships and each attack, then if I had activated my action I then get 5 attacks.
That's exactly what the text means.

For sure.


I hope not. He just became the best captain in the game. Plus he doesn't have to attack the ship he's going before. Using your example above he could pick on a ship(s) in range 5 times just because some other ship on the other side of the board just activated. Also he gets to shoot everytime a friendly ship activates too... That's really powerful for 5 pts.

Example of stupid nastiness. Put RC on dominion battleship, with donatra, & 6pt Martok in range 1. RC would attack multiple times during the phase with 8 dice. Flagship Battleship and now it's 9 dice... Add scotty or spock etc... This is game breaking if not FAQ'd.


Sarcasm is not your forte, I see. I can't believe anyone is actually taking that interpretation seriously.


Sarcasm or not it can be interpreted this way so it needs to be clarified.


No, it can't be interpreted that way. Nothing on the card changes the rule that a ship only gets 1 attack per turn. (pg 12 of the rule book) Trying to claim otherwise is just breaking Wheaton's Law. "during the combat phase your ship gets to attack before every other ship".
Picard attacks - No, my Romulan Commander attacks.
Okay now Picard attacks. Now Kirk attacks - No, my Rommulan Commander attacks except he already attacked "before every other ship this round", just like the card says.
I also need to quote Shakespeare: kill all the lawyers. shake


Actually your comments a not exact. Cards like the named keldon, Ferengi missiles, counter attack, and once more into the breech are all examples of cards that can give you more then one attack per round. I point these out just to say that cards can alter the rules. We need to wait for Andrew or you can use my above wording until then.


But all those cards clearly specify multiple attacks. Romulan Commander doesn't at all, people are just trying to twist the wording to mean what it clearly doesn't. If it was meant to be that his ship gets to attack multiple times, once before EVERY ship makes their own attack, it would be worded much differently (like it does in this sentence).

Bottom line is THIS DOES NOT need to be in the FAQ. The FAQ is massive enough with "clarifications" that didn't need clarifying to begin with.


Don't get me wrong. I completely agree this card doesn't need to be explained. We all know the intent of the card and anyone saying different is just trying to break the game. Yes you might think your cleaver, but with each expansion the designers have done a good job in trying to keep a balance. I will say klingons are somewhat leading in the balance, yet you can design non-klingon fleets and still come out on top.
anyGould 14640575

swingk2121 wrote:


Don't get me wrong. I completely agree this card doesn't need to be explained. We all know the intent of the card and anyone saying different is just trying to break the game. Yes you might think your cleaver, but with each expansion the designers have done a good job in trying to keep a balance. I will say klingons are somewhat leading in the balance, yet you can design non-klingon fleets and still come out on top.


For myself, I think it's worth asking on the off chance that it *is* supposed to be that way, and thus the Romulans finally got a solid high-"skill" commander that justifies using an action, instead of yet another neutered version of a Fed personnel.
davedujour 14640843

anyGould wrote:

swingk2121 wrote:


Don't get me wrong. I completely agree this card doesn't need to be explained. We all know the intent of the card and anyone saying different is just trying to break the game. Yes you might think your cleaver, but with each expansion the designers have done a good job in trying to keep a balance. I will say klingons are somewhat leading in the balance, yet you can design non-klingon fleets and still come out on top.


For myself, I think it's worth asking on the off chance that it *is* supposed to be that way, and thus the Romulans finally got a solid high-"skill" commander that justifies using an action, instead of yet another neutered version of a Fed personnel.


No Captain or Upgrade will ever have an ability that grants 1-4 additional attacks in a turn. That is absolutely broken. If a did do that it would be a) discard and b) have to cost some insane number of points.

How about this insane Crew: "Q: Action: Discard this card to use this ability. During the Combat Phase, your ship can attack with your primary attack value immediately before each other enemy ship attacks." Cost: 25 points. FAQ: If the enemy ship can't attack, or chooses not to attack, your ship doesn't get the additional attack."
paulsk 14641869

mrfantastical wrote:

So now that the card is officially previewed... The wording is ambiguous. "during the combat phase your ship gets to attack before every other ship". My friend joked that this action would allow the commander to attack before EVERY ship. I just wanted to get the chatter going so this can be FAQ'd.


For the card to grant multiple attacks it would have to say that Romulan Commander attacks before "EACH other ship" not "every other ship." The phrase "every other ship" means the same thing as "all other ships" which just means "most firstest."
H00D4M4N 14641903

paulsk wrote:

mrfantastical wrote:

So now that the card is officially previewed... The wording is ambiguous. "during the combat phase your ship gets to attack before every other ship". My friend joked that this action would allow the commander to attack before EVERY ship. I just wanted to get the chatter going so this can be FAQ'd.


For the card to grant multiple attacks it would have to say that Romulan Commander attacks before "EACH other ship" not "every other ship." The phrase "every other ship" means the same thing as "all other ships" which just means "most firstest."


Agreed.
stpitner 14642437
After blowing 5 minutes of my time reading a silly discussion about the interpretation of the Romulan Commander's text...

I want to make sure that I have this interpretation correct for timing. I've seen similar discussions, but not this exact combination.

Let's say I have the Ind TL Flagship that grants a Green/White maneuver to another ship. It moves and is in range 1 of the USS Excelsior. The USS Excelsior has not moved yet this turn.

I already know that a) Yes, the Excelsior can move even though it hasn't already moved this round, b) it can clear an APT if it performs a green maneuver (saw both of those rulings mentioned here: STAW:Flagships

Flagship text: "After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

USS Excelsior text: "After you move, if no enemy ships are within Range 1 of your ship, you may perform a (scan) action as a free action."

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

Novacat 14642583

stpitner wrote:

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

1. No. It has already been established that "after you move" effects only trigger on the ship's normal movement step. Additional movement, whether through the Flagship, Engage, Sensor Echo, etc. doesn't count.

2. If, for some reason, you are able to take actions before moving, then yes, acquiring an auxiliary power token does not UNDO any of those actions.
stpitner 14642640

Novacat wrote:

stpitner wrote:

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

1. No. It has already been established that "after you move" effects only trigger on the ship's normal movement step. Additional movement, whether through the Flagship, Engage, Sensor Echo, etc. doesn't count.

2. If, for some reason, you are able to take actions before moving, then yes, acquiring an auxiliary power token does not UNDO any of those actions.


Can you point me to this ruling so that I can update the USS Excelsior and/or the Flagship page?
Chance Gardener 14642686
The complaints about the RC issue applies to half the cards and "interpretaton" requests I have seen here.

Now that you can feel my pain, the healing can begin.
http://www.giantitp.com/comics/oots0674.html

Of course the RC only gets one attack per round. Geez.
Psychlone 14642919
In the OP prize Ferengi ship cards, is the 0-point captain supposed to be unique?
Magentawolf 14643064

stpitner wrote:

Novacat wrote:

stpitner wrote:

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

1. No. It has already been established that "after you move" effects only trigger on the ship's normal movement step. Additional movement, whether through the Flagship, Engage, Sensor Echo, etc. doesn't count.

2. If, for some reason, you are able to take actions before moving, then yes, acquiring an auxiliary power token does not UNDO any of those actions.


Can you point me to this ruling so that I can update the USS Excelsior and/or the Flagship page?


It's on the front page of the FAQ, dealing with Martok. All 'after you move' effects trigger (and only trigger) during that ships activation, after movement and before the Perform Actions step.
stpitner 14643289

Magentawolf wrote:

stpitner wrote:

Novacat wrote:

stpitner wrote:

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

1. No. It has already been established that "after you move" effects only trigger on the ship's normal movement step. Additional movement, whether through the Flagship, Engage, Sensor Echo, etc. doesn't count.

2. If, for some reason, you are able to take actions before moving, then yes, acquiring an auxiliary power token does not UNDO any of those actions.


Can you point me to this ruling so that I can update the USS Excelsior and/or the Flagship page?


It's on the front page of the FAQ, dealing with Martok. All 'after you move' effects trigger (and only trigger) during that ships activation, after movement and before the Perform Actions step.


I am presuming that this is the one that you are referring to from the FAQ front page:

5. If Martok's ship uses an ability that provides an additional maneuver, is this considered an extra "move" for purposes of triggering Martok's card text? (Negh'Var version)

No. When a Captain or Upgrade refers to a "move," it is only referring to the ship's initial movement for the turn. It does not apply to any bonus maneuvers that the ship might perform during the turn.


I'm willing to accept it, but I might want to request that this wording get revisited as this card allows a "bonus movement" *before* a ship's main movement and I could technically call it the "initial" movement.

Trying not to be a rules lawyer
blackthorne1978 14643338
OP 5 question:
Do the OWPs count as enemy ships for the purpose of the cloaked mines?
Must be placed within 2 of your ship, without 2 of enemy ships.
stpitner 14643426

blackthorne1978 wrote:

OP 5 question:
Do the OWPs count as enemy ships for the purpose of the cloaked mines?
Must be placed within 2 of your ship, without 2 of enemy ships.


They are the same OWPs (essentially) as what were used for OP2, and those platforms were ruled as enemy ships.

this is from the Main FAQ under month 2:
3. Are OWPs considered "ships" for card text purposes?

Yes. They are considered "enemy ships" and "opponents."



Edit: this was also asked and thumbed as the answer by Andrew that they ARE enemy ships here: http://www.boardgamegeek.com/article/14548039#14548039
Magentawolf 14644508

stpitner wrote:


I am presuming that this is the one that you are referring to from the FAQ front page:

5. If Martok's ship uses an ability that provides an additional maneuver, is this considered an extra "move" for purposes of triggering Martok's card text? (Negh'Var version)

No. When a Captain or Upgrade refers to a "move," it is only referring to the ship's initial movement for the turn. It does not apply to any bonus maneuvers that the ship might perform during the turn.


I'm willing to accept it, but I might want to request that this wording get revisited as this card allows a "bonus movement" *before* a ship's main movement and I could technically call it the "initial" movement.

Trying not to be a rules lawyer


This is the one I actually meant, sorry -

[q=FAQ]
14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.
PublicTimeline 14645199
There is a distinct difference between the standard movement from the ships own chosen maneuver for its activation, and any bonus movement granted by any abilities. All the rules relating to these abilities have been clear as day: "after you move" timing is only for when your ship does its own standard once-per-turn movement. Otherwise Martok and Flagship would be super-silly power-cards.
delta_angelfire 14645662
If it helps, think about it like this.

Romulan Pilot, the Target Lock Flagship, Engage all have the same wording "performs a maneuver".

Page 8 of the rule book: "2. Activation Phase: Each ship Moves and performs one action. In ascending order of captain skill, reveal each ship's maneuver dial and execute its chosen maneuver. Immediately after performing its chosen maneuver, each ship may perform one action.

From the context it can be seen that "Moving" equates to flipping your dial -and- performing a maneuver. All the other cards that simply say to "perform a maneuver" but do not flip or use your dial are not "moves" in game terms. Every move involves a maneuver, but not every maneuver is a move.
koku_ryu 14646054
If I force my opponent to reroll his attack dice, can he use one of his abilities to reroll that same die?


Also, if something that has a static effect, like Donatra's +1 attack die, is disabled, is that effect still active, or does it 'turn off' with the disable token?
H00D4M4N 14646099

stpitner wrote:

Novacat wrote:

stpitner wrote:

My questions:
1) Can the USS Excelsior take the free scan action after it moves from the flagship ability (presuming no enemy ships within range 1)?
2) Presuming that #1 is yes, my maneuver dial is revealed as a red maneuver. I wouldn't be able to do any further actions for the ship, but I get to retain the previous scan action, correct?

1. No. It has already been established that "after you move" effects only trigger on the ship's normal movement step. Additional movement, whether through the Flagship, Engage, Sensor Echo, etc. doesn't count.

2. If, for some reason, you are able to take actions before moving, then yes, acquiring an auxiliary power token does not UNDO any of those actions.


Can you point me to this ruling so that I can update the USS Excelsior and/or the Flagship page?


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.
H00D4M4N 14646139

koku_ryu wrote:

If I force my opponent to reroll his attack dice, can he use one of his abilities to reroll that same die?


Also, if something that has a static effect, like Donatra's +1 attack die, is disabled, is that effect still active, or does it 'turn off' with the disable token?


A die can only be rerolled once per turn (by either player). Cards like Tactical Officer break this rule.

If the card is disabled you cannot use the effect. However, ACTION effects (like Gowron) technically give +1 tokens to the ships when activated so if he's disabled after his action it wouldn't really do anything.
Magentawolf 14646421

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.
H00D4M4N 14646501

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


This is why this game really needs unified text. These two flagship rulings contradict each other.
AlanGoddard 14646519
Re: Admiral Order - United Force
I know that it has already been established that the 10 points provided by the AO-UF does not count for scoring purposes but how does it impact initiative?

i.e. I have a 99-point Fed build, then add AO-UF to add 10 more points worth of upgrades (let's say scotty and photons), if my captains are Picard and Kirk (9 CS) and I go up against another team that is 100 points without AO-UF (let's say a mixed fleet) but with Picard and Kirk (9 CS) as his captains, who has initiative? I think its me, correct?
stpitner 14646538

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


And this information on STAW:Flagships points you to the ruling backing up his statement here: http://boardgamegeek.com/article/14408182#14408182

delta_angelfire wrote:

If it helps, think about it like this.

Romulan Pilot, the Target Lock Flagship, Engage all have the same wording "performs a maneuver".

Page 8 of the rule book: "2. Activation Phase: Each ship Moves and performs one action. In ascending order of captain skill, reveal each ship's maneuver dial and execute its chosen maneuver. Immediately after performing its chosen maneuver, each ship may perform one action.

From the context it can be seen that "Moving" equates to flipping your dial -and- performing a maneuver. All the other cards that simply say to "perform a maneuver" but do not flip or use your dial are not "moves" in game terms. Every move involves a maneuver, but not every maneuver is a move.


I definitely get it - it makes me want to request that they start making cards that call it a "secondary" maneuver versus a "primary" maneuver. That would help clear up a lot of question. At the same time it would probably create more questions - hopefully less?

Magentawolf wrote:



This is the one I actually meant, sorry -

[q=FAQ]
14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.


Awesome, thanks! I'll make sure this is called out on the Excelsior wiki page.
TomTheCPA 14646586

Psychlone wrote:

In the OP prize Ferengi ship cards, is the 0-point captain supposed to be unique?


Don't have the link/URL handy, was ruled that it was a typo and he is NOT unique.

updated: see http://boardgamegeek.com/article/13366379#13366379
TomTheCPA 14646594

AlanGoddard wrote:

Re: Admiral Order - United Force
I know that it has already been established that the 10 points provided by the AO-UF does not count for scoring purposes but how does it impact initiative?

i.e. I have a 99-point Fed build, then add AO-UF to add 10 more points worth of upgrades (let's say scotty and photons), if my captains are Picard and Kirk (9 CS) and I go up against another team that is 100 points without AO-UF (let's say a mixed fleet) but with Picard and Kirk (9 CS) as his captains, who has initiative? I think its me, correct?


Correct - as ruled elsewhere (URL not readily available), those points are not considered part of your "build", so for purposes of initiative, you have 99 points on the table and he has 100, so regardless of faction, for equal ranked captains, you have initiative.

H00D4M4N 14646642

stpitner wrote:

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


And this information on STAW:Flagships points you to the ruling backing up his statement here: http://boardgamegeek.com/article/14408182#14408182

delta_angelfire wrote:

If it helps, think about it like this.

Romulan Pilot, the Target Lock Flagship, Engage all have the same wording "performs a maneuver".

Page 8 of the rule book: "2. Activation Phase: Each ship Moves and performs one action. In ascending order of captain skill, reveal each ship's maneuver dial and execute its chosen maneuver. Immediately after performing its chosen maneuver, each ship may perform one action.

From the context it can be seen that "Moving" equates to flipping your dial -and- performing a maneuver. All the other cards that simply say to "perform a maneuver" but do not flip or use your dial are not "moves" in game terms. Every move involves a maneuver, but not every maneuver is a move.


I definitely get it - it makes me want to request that they start making cards that call it a "secondary" maneuver versus a "primary" maneuver. That would help clear up a lot of question. At the same time it would probably create more questions - hopefully less?

Magentawolf wrote:



This is the one I actually meant, sorry -

[q=FAQ]
14. If an ability takes place after a ship moves, when precisely does this ability trigger?

It triggers after Step 5 (Clean Up) of the ship's Activation Phase, before its Perform Action step.


Awesome, thanks! I'll make sure this is called out on the Excelsior wiki page.


There's no ruling backing up anything. All Andrew answered was "yes" with no explanation. It might be ruled that way and I guess we have to accept it, but "an additional" to me means "another" or "second" -- which really is no different than a ship performing a second action. So these rulings contradict each other.
delta_angelfire 14646957

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


Also, it doesn't say "additional" or "second" it just says "extra".

wiki wrote:


Flagship: Independent 4 (target lock)

Text:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."
Andrew Parks 14647192

delta_angelfire wrote:

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


Also, it doesn't say "additional" or "second" it just says "extra".

wiki wrote:


Flagship: Independent 4 (target lock)

Text:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."


Correct. The word "extra" means it is a bonus, before or after your normal movement.
Andrew Parks 14647208

anyGould wrote:

Ender02 wrote:



Why would it need to be FAQ'd? It attacks before every other ship.


Yes, but does it attack before *every* ship? (as in, I shoot before Picard, then I shoot again before Sisko, then I shoot again before the 0-cost guy).


Ummmmmm..... no. shake
H00D4M4N 14647213

delta_angelfire wrote:

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


Also, it doesn't say "additional" or "second" it just says "extra".

wiki wrote:


Flagship: Independent 4 (target lock)

Text:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.

Novacat 14647266

H00D4M4N wrote:

delta_angelfire wrote:

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


Also, it doesn't say "additional" or "second" it just says "extra".

wiki wrote:


Flagship: Independent 4 (target lock)

Text:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.


"Extra" does not imply subsequence. It just means "additional."
delta_angelfire 14647326

H00D4M4N wrote:


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.



Because if it didn't we'd have 3 pages of commentary on the faq debating that "WTF ITS OBVIOUS IT REPLACES YOUR NORMAL MANEUVER OR ELSE IT'D SAY BONUS OR EXTRA ARE U GAIS DUM??" instead of people just waiting for an official answer.
delta_angelfire 14647702
Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."
stpitner 14647752

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Guessing AO: Strike Force would be a candidate.
H00D4M4N 14650142

Novacat wrote:

H00D4M4N wrote:

delta_angelfire wrote:

Magentawolf wrote:

H00D4M4N wrote:


The flagship actually says the ship may perform an ADDITIONAL green or white maneuver. So if the ship you target hasn't moved yet, then this wouldn't have any effect. It's the same with the flagship that gives a "second action." If the ship took its normal action and another from Picard for example, it would have no effect in this case as well.


I actually argued this as well, but it was clarified that the flagship can grant a maneuver to a ship that has not yet moved.


Also, it doesn't say "additional" or "second" it just says "extra".

wiki wrote:


Flagship: Independent 4 (target lock)

Text:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.


"Extra" does not imply subsequence. It just means "additional."


In that sentence it's still redundant.
Harry Llama 14650639

H00D4M4N wrote:


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.


Think of it this way, if the word 'extra' wasn't there then the movement would take place instead of the ship's regular movement.

"Extra" doesn't necessarily imply that you currently have one of something. Example: several people attend an event where everybody gets a prize, the first person to get a prize doesn't want it and gives it to another person still waiting to get their prize. The person still waiting on their prize received an "extra" prize before getting their own.
SteRT 14650923
Can I be the guy that gets 2whistle
H00D4M4N 14651056

Harry Llama wrote:

H00D4M4N wrote:


Ah, thanks. But that really doesn't change my argument. It could have just said:

"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs a white or green maneuver."

The word "extra" being there implies the ship has to have already moved at least once. Which, from the ruling, is apparently not the case.


Think of it this way, if the word 'extra' wasn't there then the movement would take place instead of the ship's regular movement.

"Extra" doesn't necessarily imply that you currently have one of something. Example: several people attend an event where everybody gets a prize, the first person to get a prize doesn't want it and gives it to another person still waiting to get their prize. The person still waiting on their prize received an "extra" prize before getting their own.


I disagree. It says target ship may immediately perform said maneuver, but the regular movement is still plotted and the example I provided doesn't say that this movement replaces the regular move. Assuming it does is making up rules that don't exist.

Anyway, I'm off to drink an extra cup of coffee (even though I haven't had any yet).
delta_angelfire 14651103

H00D4M4N wrote:

Assuming it does is making up rules that don't exist.

And yet happens on a daily basis in this thread.
Harry Llama 14651477

H00D4M4N wrote:

I disagree. It says target ship may immediately perform said maneuver, but the regular movement is still plotted and the example I provided doesn't say that this movement replaces the regular move. Assuming it does is making up rules that don't exist.

Anyway, I'm off to drink an extra cup of coffee (even though I haven't had any yet).


"the example I provided doesn't say"... so, in that case, some people would be on here asking if it was the ship's regular move or (wait for it) an "extra" move.
bhosp 14651799

H00D4M4N wrote:

Secondly, saying "this action sucks because the higher point captain can just move out of the arc" is a lot easier said than done. The movements have already been plotted by this point, and unless the higher point captain has something like Engage more often than not they will still be in the arc.

Now I don't think Romulan Commander is broken or anything, but I do think some people are underestimating the ability to attack before everyone else.


Did no one ever point out that even if the higher skill Captain moves out of your way, you'd still get to shoot Sisko or whoever before Picard gets to (for example) drop Scotty Antimatter Mines on your little cloaked 3-hull Bird of Prey and wipe you out? And that's kind of a big deal?
Harry Llama 14651814

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Yes, using multiple copies of I Stab At Thee:
http://boardgamegeek.com/article/14349187#14349187

Not sure if you already know this but since you seem to be compiling Andrew's rulings into the wiki, adding site:boardgamegeek.com will narrow the results of a Google search to just boardgamegeek.com.
anyGould 14651952

bhosp wrote:


Did no one ever point out that even if the higher skill Captain moves out of your way, you'd still get to shoot Sisko or whoever before Picard gets to (for example) drop Scotty Antimatter Mines on your little cloaked 3-hull Bird of Prey and wipe you out? And that's kind of a big deal?


That's assuming that you have a Sisko to shoot at. I haven't seen Sisko played in serious play recently. His ability isn't good enough to justify giving up move-last/shoot-first (plus cheap talents OR extra ability).

All the two-ship Fed builds I saw last week were Picard + Kirk, without fail. So it's not impossible that against a Fed fleet *everyone* can get out of the way of RomCom if it matters. (As a practical note, it's probably more likely that RomCom can't kill the ship on it's first strike and then gets whacked by the Greedo Feds.
H00D4M4N 14652510

Harry Llama wrote:

H00D4M4N wrote:

I disagree. It says target ship may immediately perform said maneuver, but the regular movement is still plotted and the example I provided doesn't say that this movement replaces the regular move. Assuming it does is making up rules that don't exist.

Anyway, I'm off to drink an extra cup of coffee (even though I haven't had any yet).


"the example I provided doesn't say"... so, in that case, some people would be on here asking if it was the ship's regular move or (wait for it) an "extra" move.


The point I was making is that NOTHING replaces something (unless indicated otherwise). Now if the card added a sentence: "This maneuver is that ship's maneuver for the round" -- then that would mean it replaces the maneuver. However, anyone thinking that this maneuver replaces the regular maneuver (without saying it actually replaces anything) is just making up stuff.
Andrew Parks 14653700

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew
Harry Llama 14654002

H00D4M4N wrote:

The point I was making is that NOTHING replaces something (unless indicated otherwise). Now if the card added a sentence: "This maneuver is that ship's maneuver for the round" -- then that would mean it replaces the maneuver. However, anyone thinking that this maneuver replaces the regular maneuver (without saying it actually replaces anything) is just making up stuff.


"NOTHING replaces something (unless indicated otherwise)" What page is that on in the Rules of Play?

A ship normally makes a maneuver by revealing it's dial during the activation phase (pages 8-10, additional rules on page 18). Also on page 18, "Breaking The Rules - Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules". The word "extra" was meant to clarify that it's in addition to the ship's regular movement (based on Andrew's clarification); without the word "extra" it is still ambiguous if the card is giving the ship an extra move or just altering the turn sequence so the ship moves "immediately". You can state all you want how you would interpret the card's meaning but there is nothing in the Rules of Play that states a ship can make more than one move per round either - so ultimately it would still need to be clarified even if the word "extra" was taken out. Since "free" is a term commonly used in reference to actions, I would suggest that a "free" maneuver may have been clearer than "extra".

bhosp 14654012

anyGould wrote:

bhosp wrote:


Did no one ever point out that even if the higher skill Captain moves out of your way, you'd still get to shoot Sisko or whoever before Picard gets to (for example) drop Scotty Antimatter Mines on your little cloaked 3-hull Bird of Prey and wipe you out? And that's kind of a big deal?


That's assuming that you have a Sisko to shoot at. I haven't seen Sisko played in serious play recently. His ability isn't good enough to justify giving up move-last/shoot-first (plus cheap talents OR extra ability).

All the two-ship Fed builds I saw last week were Picard + Kirk, without fail. So it's not impossible that against a Fed fleet *everyone* can get out of the way of RomCom if it matters. (As a practical note, it's probably more likely that RomCom can't kill the ship on it's first strike and then gets whacked by the Greedo Feds.


OK, bad example. But maybe you'd like to shoot Worf before Martok lights you up?
H00D4M4N 14654299

Harry Llama wrote:

H00D4M4N wrote:

The point I was making is that NOTHING replaces something (unless indicated otherwise). Now if the card added a sentence: "This maneuver is that ship's maneuver for the round" -- then that would mean it replaces the maneuver. However, anyone thinking that this maneuver replaces the regular maneuver (without saying it actually replaces anything) is just making up stuff.


"NOTHING replaces something (unless indicated otherwise)" What page is that on in the Rules of Play?

A ship normally makes a maneuver by revealing it's dial during the activation phase (pages 8-10, additional rules on page 18). Also on page 18, "Breaking The Rules - Some abilities on cards conflict with the general rules. In case of a conflict, card text overrides the general rules". The word "extra" was meant to clarify that it's in addition to the ship's regular movement (based on Andrew's clarification); without the word "extra" it is still ambiguous if the card is giving the ship an extra move or just altering the turn sequence so the ship moves "immediately". You can state all you want how you would interpret the card's meaning but there is nothing in the Rules of Play that states a ship can make more than one move per round either - so ultimately it would still need to be clarified even if the word "extra" was taken out. Since "free" is a term commonly used in reference to actions, I would suggest that a "free" maneuver may have been clearer than "extra".



Come now, that's just being silly. In the real world (especially with games), the rules are there to inform players how to play and which specific things they can do. Pretty much all of the time, if something isn't noted in the rules, then YOU CAN'T DO IT.

But unfortunately, some people still like to make up stuff, have no common sense, or just like to be difficult, and then we end up with a 172-page FAQ.

The FAQ actually could be trimmed quite a bit if something like this was just added to the front of it:

1. Can I do X in the game?

A. Does it say you can? No? Well, then you can't.

I mean, a perfect example of this is the one about having multiple Command Token resources and mixing and matching them together. Does it say anywhere that you can do this? No it doesn't. So then why is that even an issue? It gets really frustrating.
koku_ryu 14654324
Is Genlon's action considered an attack? Specifically, does it flip a cloak token, does it get +1 attack die from Donatra, and can I use Admirals Orders to add or reroll dice?
stpitner 14654428

koku_ryu wrote:

Is Genlon's action considered an attack? Specifically, does it flip a cloak token, does it get +1 attack die from Donatra, and can I use Admirals Orders to add or reroll dice?


STAW:Gelnon

Yes, it is considered an attack, so that would mean flip the token. EDIT: According to this ruling, while it is an attack the ship is not firing so you do not come out of cloak. (/EDIT) The link above supports that it is an attack, so modifiers like Donatra are valid.

STAW:Strike Force
The AO Strike Force states on the card that is during the COMBAT phase that you can add a die, so this is not during the combat phase. Note that you cannot be cloaked to add this die anyway.

STAW:United Force
The AO United Force states "you may reroll any one of your dice" so yes, you could use it for a re-roll.
Harry Llama 14654783

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.
stpitner 14655571

Harry Llama wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.


According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?
Andrew Parks 14656569

stpitner wrote:

Harry Llama wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.


According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?


Yes, good call. Something that lets you re-roll any die roll (not requiring it to be an "attack") would be fine.
Magentawolf 14657400

Andrew Parks wrote:



According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?


Yes, good call. Something that lets you re-roll any die roll (not requiring it to be an "attack") would be fine.


...

Well, that's a new one on me. Yes, the roll for WCB uses an 'attack' die.. but.. but...
aaron2310 14664509
If Joachims ship inflicts multiple crits, would you draw 2 cards for each crit, or do it one at a time, drawing 2, deciding and moving onto the next?

And OP4 question, the planet is taken into account for blocking OWPs line of sight ccorrect?
davedujour 14664513

aaron2310 wrote:

If Joachims ship inflicts multiple crits, would you draw 2 cards for each crit, or do it one at a time, drawing 2, deciding and moving onto the next?

And OP4 question, the planet is taken into account for blocking OWPs line of sight ccorrect?


2 for the first crit, then decide. 2 for the next crit, then decide. One at a time.
delta_angelfire 14664944
1) Does the Vo's ability prevent Attack Actions as well like STAW:Gelnon's?

2) Will Gelnon's Ability cause you to drop out of cloak?

R.I.S. Vo
After you move, you may perform an (evade) action as a free action. If you do so, you cannot attack during this round.

Gelnon
Action: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attack dice. The target ship does not toll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] Token beside your ship.

Rules: Cloak
If a cloaked ship fires, its owner must flip the [cloak] Token over to its red side.
Andrew Parks 14665891

aaron2310 wrote:

And OP4 question, the planet is taken into account for blocking OWPs line of sight ccorrect?


Yes.
Andrew Parks 14665895

delta_angelfire wrote:

1) Does the Vo's ability prevent Attack Actions as well like STAW:Gelnon's?

2) Will Gelnon's Ability cause you to drop out of cloak?

R.I.S. Vo
After you move, you may perform an (evade) action as a free action. If you do so, you cannot attack during this round.

Gelnon
Action: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attack dice. The target ship does not toll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] Token beside your ship.

Rules: Cloak
If a cloaked ship fires, its owner must flip the [cloak] Token over to its red side.


Gelnon's ability is considered an attack (as per its wording), so you can't use it if you used the Vo's special action.

Since Gelnon isn't a Weapon, it's not technically firing so would not cause you to come out of cloak.
SteRT 14667283
Hi Andrew,

I know for OP4 the PDT's count as ships.

What does Star Fleet Headquarters count as for the purposes of attacking it.

Specifically:

1) Can it be Target Locked (the rules only mention target locking ships)?

2) Can you target it with a Secondary Weapon or ability that specifies ships as targets e.g. Koranak's ability?

Koranak: Instead of making a normal attack, you may spend a [SCAN] token to attack 2 different ships with your Primary Weapon at -2 attack dice each.

(I.e.: Can one of these 2 attacks be against SFHQ).

Thanks.



davedujour 14667598

SteRT wrote:

Hi Andrew,

I know for OP4 the PDT's count as ships.

What does Star Fleet Headquarters count as for the purposes of attacking it.

Specifically:

1) Can it be Target Locked (the rules only mention target locking ships)?

2) Can you target it with a Secondary Weapon or ability that specifies ships as targets e.g. Koranak's ability?

Koranak: Instead of making a normal attack, you may spend a [SCAN] token to attack 2 different ships with your Primary Weapon at -2 attack dice each.

(I.e.: Can one of these 2 attacks be against SFHQ).

Thanks.





1) Yes. I asked the same question back in December and it was yes.

2) I sure hope it's Yes. I've and everyone I know have been shooting it with Secondary Weapons (in addition to Primary Weapons.)

3) Yes, but only with one of the two attacks.
SteRT 14668027

davedujour wrote:

SteRT wrote:

Hi Andrew,

I know for OP4 the PDT's count as ships.

What does Star Fleet Headquarters count as for the purposes of attacking it.

Specifically:

1) Can it be Target Locked (the rules only mention target locking ships)?

2) Can you target it with a Secondary Weapon or ability that specifies ships as targets e.g. Koranak's ability?

Koranak: Instead of making a normal attack, you may spend a [SCAN] token to attack 2 different ships with your Primary Weapon at -2 attack dice each.

(I.e.: Can one of these 2 attacks be against SFHQ).

Thanks.





1) Yes. I asked the same question back in December and it was yes.

2) I sure hope it's Yes. I've and everyone I know have been shooting it with Secondary Weapons (in addition to Primary Weapons.)

3) Yes, but only with one of the two attacks.


1) Cool I hadn't spotted that previous answer.

2) A lot of Secondary Weapons such as Torpedoes just specify disable to carry out this attack. Since you can Target Lock I agree they're fine to fire at SFHQ.

It was more where the Secondary Weapon specifies "Ship or ships" as the target such as the Koranak ability or the Forward Weapons grid.

I was wondering if the following would work:

Shoot the PDT with an Energy Dissipator and if(when) you hit carry out the Secondary attack with the Forward Weapons Grid; 1 dice at the PDT and the others (less 1 for firing at SFHQ) at SFHQ.

The PDT can't attack back because of the Energy Dissipating Token (though it clears it next turn automatically)

Energy Dissipator : "Attack: Disable this card to perform this attack. If this attack hits, the target suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon. This upgrade cost +5 Squadron Points for any non-Breen ship."

Forward Weapons Grid : Attack: Disable this card to perform this attack. You must divide this attack between 2 different ships in your forward firing arc. You may divide your attack dice however you like, but you must roll at least 1 attack die against each ship.
cminion 14668157
Can it use Scotty's ability to get to extra attack dice at the cost if two shields then cloak in the same round?
rtsuk 14668180

cminion wrote:

Can it use Scotty's ability to get to extra attack dice at the cost if two shields then cloak in the same round?


As long as you have at least one active shield remaining after you use Scotty you can cloak.
FortuneFavorTheBold 14668190
You can perform actions in any order, so as long as you have enough shields to disable for Scotty and then at least 1 to disable so you can then Cloak, and the actions to do both, it wouldn't be a problem. Makes Scotty a wee bit terrifying if he's press ganged into service aboard a Klingon flagship.

Edit: Ninja'd!
cminion 14670947

FortuneFavorTheBold wrote:

You can perform actions in any order, so as long as you have enough shields to disable for Scotty and then at least 1 to disable so you can then Cloak, and the actions to do both, it wouldn't be a problem. Makes Scotty a wee bit terrifying if he's press ganged into service aboard a Klingon flagship.

Edit: Ninja'd!


He was on a klingon flag ship today, terrifying.
koku_ryu 14671066

SteRT wrote:


you hit carry out the Secondary attack with the Forward Weapons Grid; 1 dice at the PDT and the others (less 1 for firing at SFHQ) at SFHQ.

The PDT can't attack back because of the Energy Dissipating Token (though it clears it next turn automatically)



That's how I did it. Koronak and Gor Portas with dissipators and forward grids.

Fly right between 2 of the PDT's and fire away with no fear of being shot at, with breen aide's to ensure a hit
Magentawolf 14673134

Andrew Parks wrote:


Gelnon's ability is considered an attack (as per its wording), so you can't use it if you used the Vo's special action.

Since Gelnon isn't a Weapon, it's not technically firing so would not cause you to come out of cloak.


So, there's now an 'attack' that doesn't break cloak? Excellent. Extreme sarcasm mode activated.
koku_ryu 14673358

Magentawolf wrote:

Andrew Parks wrote:


Gelnon's ability is considered an attack (as per its wording), so you can't use it if you used the Vo's special action.

Since Gelnon isn't a Weapon, it's not technically firing so would not cause you to come out of cloak.


So, there's now an 'attack' that doesn't break cloak? Excellent. Extreme sarcasm mode activated.


I'd say that Suicide Attack wouldn't drop you out of cloak either.
But that's a moot point, considering the end result.
delta_angelfire 14674120
I'd like to revisit an old ruling if possible regarding Barrage of Fire:

Andrew Parks wrote:

delta_angelfire wrote:


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.


If my ship fires with Barrage of Fire, and the supporting ship (not the one with Barrage of Fire) has Joachim on it, can I use his ability?

If not, why does Stunned Helmsman's dice stopping effect apply while Joachim's (and other upgrades like Spock or Drex) do not? Both cards refer to "you" which (in every other case in the game) refers to only the ship that card is on.

STAW:Stunned Helmsman
"The next time you attack, do not roll any attack dice. Then flip this card face down."

STAW:Joachim
"Each time you inflict a [CRITICAL] on an enemy ship's Hull, you may draw 2 Damage Cards (instead of 1) and choose which one to place beside the enemy's Ship Card, discard the unused Damage Card."
Whizzwang 14674732
When does the Ferengi conditional surrender trigger and can the cancelled attack be redirected?

SteRT 14674881
As per previous rulings (can't remember exact posts here):

Conditional Surrender occurs immediately before dice are rolled. The attacking ship must still spend any Target Lock required for the attack or any other requirements including: losing cloak, discarding a one-shot weapon, etc.

An attack cancelled by Conditional Surrender cannot be re-directed.

This was 2 separate posts if I remember correctly.
SteRT 14674901

delta_angelfire wrote:

I'd like to revisit an old ruling if possible regarding Barrage of Fire:

Andrew Parks wrote:

delta_angelfire wrote:


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.


If my ship fires with Barrage of Fire, and the supporting ship (not the one with Barrage of Fire) has Joachim on it, can I use his ability?

If not, why does Stunned Helmsman's dice stopping effect apply while Joachim's (and other upgrades like Spock or Drex) do not? Both cards refer to "you" which (in every other case in the game) refers to only the ship that card is on.

STAW:Stunned Helmsman
"The next time you attack, do not roll any attack dice. Then flip this card face down."

STAW:Joachim
"Each time you inflict a [CRITICAL] on an enemy ship's Hull, you may draw 2 Damage Cards (instead of 1) and choose which one to place beside the enemy's Ship Card, discard the unused Damage Card."


Due to the fact that the supporting ship is deemed to have attacked but all the damage is deemed to have been inflicted by the firing ship.
aquaric 14675951
DS9 has 5 attack dice. Does that mean, each of the fire points (3 pylons + main body) has 5 attack dice (overall 20 attack dice) or do the 5 dice have to be divided between all fire points?
Mordaenor 14676178

aquaric wrote:

DS9 has 5 attack dice. Does that mean, each of the fire points (3 pylons + main body) has 5 attack dice (overall 20 attack dice) or do the 5 dice have to be divided between all fire points?


Option 1. A poorly positioned ship could find as much as 15 Attack Dice aimed at it (of course each attack can be evaded separately.
Andrew Parks 14678871

delta_angelfire wrote:

I'd like to revisit an old ruling if possible regarding Barrage of Fire:

Andrew Parks wrote:

delta_angelfire wrote:


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.


If my ship fires with Barrage of Fire, and the supporting ship (not the one with Barrage of Fire) has Joachim on it, can I use his ability?

If not, why does Stunned Helmsman's dice stopping effect apply while Joachim's (and other upgrades like Spock or Drex) do not? Both cards refer to "you" which (in every other case in the game) refers to only the ship that card is on.

STAW:Stunned Helmsman
"The next time you attack, do not roll any attack dice. Then flip this card face down."

STAW:Joachim
"Each time you inflict a [CRITICAL] on an enemy ship's Hull, you may draw 2 Damage Cards (instead of 1) and choose which one to place beside the enemy's Ship Card, discard the unused Damage Card."


Joachim and other cards on the supporting ship won't help the main attack.

The reason Stunned Helmsman affects the ship is that Barrage of Fire requires you to have another attacking ship involved. If that ship can't attack, then the Barrage of Fire fizzles.
stpitner 14679029

SteRT wrote:

As per previous rulings (can't remember exact posts here):

Conditional Surrender occurs immediately before dice are rolled. The attacking ship must still spend any Target Lock required for the attack or any other requirements including: losing cloak, discarding a one-shot weapon, etc.

An attack cancelled by Conditional Surrender cannot be re-directed.

This was 2 separate posts if I remember correctly.


This page STAW:Conditional Surrender has the information + links to the appropriate rulings that back these comments up.
delta_angelfire 14682060

Andrew Parks wrote:

delta_angelfire wrote:

I'd like to revisit an old ruling if possible regarding Barrage of Fire:

Andrew Parks wrote:

delta_angelfire wrote:


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.


If my ship fires with Barrage of Fire, and the supporting ship (not the one with Barrage of Fire) has Joachim on it, can I use his ability?

If not, why does Stunned Helmsman's dice stopping effect apply while Joachim's (and other upgrades like Spock or Drex) do not? Both cards refer to "you" which (in every other case in the game) refers to only the ship that card is on.

STAW:Stunned Helmsman
"The next time you attack, do not roll any attack dice. Then flip this card face down."

STAW:Joachim
"Each time you inflict a [CRITICAL] on an enemy ship's Hull, you may draw 2 Damage Cards (instead of 1) and choose which one to place beside the enemy's Ship Card, discard the unused Damage Card."


Joachim and other cards on the supporting ship won't help the main attack.

The reason Stunned Helmsman affects the ship is that Barrage of Fire requires you to have another attacking ship involved. If that ship can't attack, then the Barrage of Fire fizzles.


However, Unlike other cards like STAW:Jadzia Dax, the Stunned helmsman card does not say "you cannot attack this round". When it clearly is modifying the dice number you roll (because you have to "attack" to get rid of it), why is it the only dice modifier that affects BoF when things like STAW:Montgomery Scott do not?

Should we assume an errata for the card along the lines of "The next time you would be able to attack, you cannot attack. Then flip this card face down."?
Harry Llama 14682837

delta_angelfire wrote:

Andrew Parks wrote:

delta_angelfire wrote:

I'd like to revisit an old ruling if possible regarding Barrage of Fire:

Andrew Parks wrote:

delta_angelfire wrote:


This counts even if the supporting ship (and not the firing ship) is the one affected by Stunned Helmsman?


Correct. The supporting ship is participating in the attack, and the Damage Card prohibits that ship from rolling any dice when it attacks. It doesn't specify the way in which the ship is attacking. So pretty much, don't include a ship in this situation when using BoF.


If my ship fires with Barrage of Fire, and the supporting ship (not the one with Barrage of Fire) has Joachim on it, can I use his ability?

If not, why does Stunned Helmsman's dice stopping effect apply while Joachim's (and other upgrades like Spock or Drex) do not? Both cards refer to "you" which (in every other case in the game) refers to only the ship that card is on.

STAW:Stunned Helmsman
"The next time you attack, do not roll any attack dice. Then flip this card face down."

STAW:Joachim
"Each time you inflict a [CRITICAL] on an enemy ship's Hull, you may draw 2 Damage Cards (instead of 1) and choose which one to place beside the enemy's Ship Card, discard the unused Damage Card."


Joachim and other cards on the supporting ship won't help the main attack.

The reason Stunned Helmsman affects the ship is that Barrage of Fire requires you to have another attacking ship involved. If that ship can't attack, then the Barrage of Fire fizzles.


However, Unlike other cards like STAW:Jadzia Dax, the Stunned helmsman card does not say "you cannot attack this round". When it clearly is modifying the dice number you roll (because you have to "attack" to get rid of it), why is it the only dice modifier that affects BoF when things like STAW:Montgomery Scott do not?

Should we assume an errata for the card along the lines of "The next time you would be able to attack, you cannot attack. Then flip this card face down."?

I'm guessing the intent of not rolling attack dice for STAW:Stunned Helmsman is so that it's still counted as an attack. That way cards like STAW:William T. Riker can be triggered by it and/or the ship would have to decloak. Your suggested errata would make it where it's not an attack.
Magentawolf 14684123

Harry Llama wrote:


I'm guessing the intent of not rolling attack dice for STAW:Stunned Helmsman is so that it's still counted as an attack. That way cards like STAW:William T. Riker can be triggered by it and/or the ship would have to decloak. Your suggested errata would make it where it's not an attack.


This weekend, I ruled that attacking with a stunned helmsman would cause you to decloak, but with the recent ruling on Gelnon, I had to reverse my decision.

Andrew has declared that merely attacking doesn't break cloak, you have to 'fire' to cause the token to flip. Since you're not firing when declaring an attack with the stunned helmsman, it shouldn't cause you to decloak.
Harry Llama 14684616

Magentawolf wrote:

Harry Llama wrote:


I'm guessing the intent of not rolling attack dice for STAW:Stunned Helmsman is so that it's still counted as an attack. That way cards like STAW:William T. Riker can be triggered by it and/or the ship would have to decloak. Your suggested errata would make it where it's not an attack.


This weekend, I ruled that attacking with a stunned helmsman would cause you to decloak, but with the recent ruling on Gelnon, I had to reverse my decision.

Andrew has declared that merely attacking doesn't break cloak, you have to 'fire' to cause the token to flip. Since you're not firing when declaring an attack with the stunned helmsman, it shouldn't cause you to decloak.

In my opinion, since 'firing' is not defined as being different than 'attacking' in the Rules of Play, that distinction should be added to the FAQ. There are a few ways that an attack could be reduced to the point where no dice are rolled and I'm sure it will become more common place as further expansion packs are released.

*Edit: According to the example on page 15, the ship flips it's Cloak Token before rolling dice. "2. The Enterprise-D is within the Khazara's forward firing arc and at Range 1, and the Khazara attacks. Since the Khazara was Cloaked, it must flip its Cloak Token over to its red side; it is still considered Cloaked until the end of the round." It can be explained that the player(s) knew dice would be rolled but it could also imply 'attack' and 'fire' are synonymous.
koku_ryu 14684945
When is the extra hit added for quantum torpedoes? Before or after damage cards are dealt?
Magentawolf 14684972

koku_ryu wrote:

When is the extra hit added for quantum torpedoes? Before or after damage cards are dealt?


The extra hit is added after the 'Compare Dice' step. If there are any uncanceled [HIT] or [CRIT] results left, the ship is considered hit and one additional [HIT] is added.

This is just before damage cards are dealt.
swingk2121 14686678

Andrew Parks wrote:

stpitner wrote:

Harry Llama wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.


According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?


Yes, good call. Something that lets you re-roll any die roll (not requiring it to be an "attack") would be fine.


Based on this and aforementioned posts; Does this mean you can re-roll any dice using United force Adm. orders (I.e. Warp core breech, I stab at thee, etc.)?

"Once per round, you may re-roll anyone dice (Even if it is already been re-rolled)"
swingk2121 14686701

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:


I'm guessing the intent of not rolling attack dice for STAW:Stunned Helmsman is so that it's still counted as an attack. That way cards like STAW:William T. Riker can be triggered by it and/or the ship would have to decloak. Your suggested errata would make it where it's not an attack.


This weekend, I ruled that attacking with a stunned helmsman would cause you to decloak, but with the recent ruling on Gelnon, I had to reverse my decision.

Andrew has declared that merely attacking doesn't break cloak, you have to 'fire' to cause the token to flip. Since you're not firing when declaring an attack with the stunned helmsman, it shouldn't cause you to decloak.

In my opinion, since 'firing' is not defined as being different than 'attacking' in the Rules of Play, that distinction should be added to the FAQ. There are a few ways that an attack could be reduced to the point where no dice are rolled and I'm sure it will become more common place as further expansion packs are released.

*Edit: According to the example on page 15, the ship flips it's Cloak Token before rolling dice. "2. The Enterprise-D is within the Khazara's forward firing arc and at Range 1, and the Khazara attacks. Since the Khazara was Cloaked, it must flip its Cloak Token over to its red side; it is still considered Cloaked until the end of the round." It can be explained that the player(s) knew dice would be rolled but it could also imply 'attack' and 'fire' are synonymous.


How does this work? Attacking and firing aren't any different. Let's look at Varel. She cancels the attack but token are still spent. Does this mean now that they haven't rolled any dice that they can remain cloaked? wow
davedujour 14688929

swingk2121 wrote:

Andrew Parks wrote:

stpitner wrote:

Harry Llama wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.


According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?


Yes, good call. Something that lets you re-roll any die roll (not requiring it to be an "attack") would be fine.


Based on this and aforementioned posts; Does this mean you can re-roll any dice using United force Adm. orders (I.e. Warp core breech, I stab at thee, etc.)?

"Once per round, you may re-roll anyone dice (Even if it is already been re-rolled)"


Yes.
gotg 14702603

paulsk wrote:

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.


I did a quick search and only found these two posts with " Hideki Class" in them. You state that this was previously answered; can you point me to where. I'm a judge and I would like to be able to point to this if this question comes up.
swingk2121 14702951

gotg wrote:

paulsk wrote:

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.


I did a quick search and only found these two posts with " Hideki Class" in them. You state that this was previously answered; can you point me to where. I'm a judge and I would like to be able to point to this if this question comes up.


Just read the reference card for the resource, as I believe it states they are a ship, which was my understanding for the ruling. As the FAQ stats you need to post the text with your question. Seeing as non of the stores in my area have received this yet I can't look at the reference card, which I'm assuming is most peoples case.

Also logic would imply that if it walks like a ship, talks like a ship, smells like a ship it must be a ship!

Request of everyone let's stop trying to break things that we clearly have an understanding for their intent. I'm sure I'm not the only one who feels this way.
stpitner 14703436

gotg wrote:

paulsk wrote:

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.


I did a quick search and only found these two posts with " Hideki Class" in them. You state that this was previously answered; can you point me to where. I'm a judge and I would like to be able to point to this if this question comes up.


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew
gotg 14703492

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


This is what I needed. Thank you. Strange that I didn't find this on the search... probably user error.

stpitner 14703759

gotg wrote:

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


This is what I needed. Thank you. Strange that I didn't find this on the search... probably user error.



I don't blame you - the post doesn't have the keywords you were looking for. I just happened to remember where the discussion was originally taking place.

Added the ruling to "STAW:Hideki Class Attack Fighters" and also the other ruling for the "STAW:Kraxon"
davedujour 14703814

stpitner wrote:

gotg wrote:

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


This is what I needed. Thank you. Strange that I didn't find this on the search... probably user error.



I don't blame you - the post doesn't have the keywords you were looking for. I just happened to remember where the discussion was originally taking place.

Added the ruling to "STAW:Hideki Class Attack Fighters" and also the other ruling for the "STAW:Kraxon"


I was doing that too. Thanks for cleaning up the Wiki. It looks much nicer.
fastback64 14704009

paulsk wrote:

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.



gotg wrote:

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


Unless I'm missing something, this doesn't answer the faction question. If any build except Dominion uses these are they out of faction?
davedujour 14704074

fastback64 wrote:

paulsk wrote:

Ender02 wrote:

Do the Fighter Resources count as ships in your fleet for things like the Admiral's Orders? For instance would a 2 ship Klingon Faction pure build using Cardassian Hideki Class Fighters as a resource still be counted as Faction pure and/or still be counted as a 2 ship build?

I realize that the current Admiral's Orders were only for January and the fighters don't come out until February, but there may be something like it in the future.


This was previously answered "yes" - they are both a Ship and a Resource.



gotg wrote:

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


Unless I'm missing something, this doesn't answer the faction question. If any build except Dominion uses these are they out of faction?


No, they'd just be a Dominion ship in the same fleet. The current AO United Force only limits to a single faction per ship, not over the entire fleet.
Currently there is no penalty for flying a Federation Reliant, Klingon Koraga, and Dominion Kraxon under United Force. Similarly you can fly Federation Reliant, Klingon Koraga, and Dominion Hideki fighters together.
XanderF 14707167
So the new OP6 prize preview is up, and I have a question on the Bajoran-faction crew upgrade Tahna Los.

...One of the [Tech] upgrades you purchase for Tahna Los's ship costs exactly 3 squadron points...


Just to be clear, this means exactly 3, period, yes? Particularly since the Bajorans *have* no tech upgrades, so anything he could possibly buy would be cross-faction?

Or is it '3' + the standard cross-faction penalty (so actually '4')?
SteRT 14707628

XanderF wrote:

So the new OP6 prize preview is up, and I have a question on the Bajoran-faction crew upgrade Tahna Los.

...One of the [Tech] upgrades you purchase for Tahna Los's ship costs exactly 3 squadron points...


Just to be clear, this means exactly 3, period, yes? Particularly since the Bajorans *have* no tech upgrades, so anything he could possibly buy would be cross-faction?

Or is it '3' + the standard cross-faction penalty (so actually '4')?


That's how I read it 3 points no matter the faction.
delta_angelfire 14717428

stpitner wrote:

gotg wrote:

stpitner wrote:


It was on a different thread
http://www.boardgamegeek.com/article/14356342#14356342

Andrew Parks wrote:

drscottkelly wrote:

Here's the only thing that came up in my head...

If these count as a Resource, does that mean if I run say a Koranak/generic Koranak 2-ship Dominion fleet along with the attack squadron, is that still compliant with the Strike Force Admiral's Order?


They are considered both a Resource and a ship, so they would count against using "Strike Force" in this case.

Also, as I mentioned in the FAQ thread today, the Kraxon would need to absorb all the damage to spare the Squadron from losing a fighter.

Glad to hear you are all excited by these. It is Chris Guild (not me) who deserves the kudos for designing all of the Resources, including this one. I do help test and tweak them, of course!

Merry Christmas!

Andrew


This is what I needed. Thank you. Strange that I didn't find this on the search... probably user error.



I don't blame you - the post doesn't have the keywords you were looking for. I just happened to remember where the discussion was originally taking place.

Added the ruling to "STAW:Hideki Class Attack Fighters" and also the other ruling for the "STAW:Kraxon"


This ruling was also already present under STAW:Attack Squadron which is the name of the resource. It's good to see other people helping with the wiki though :-)
davedujour 14718377
From another thread:

After rolling the attack dice, can I use a Battlestations token to activate Boheeka and then discard the same Battlestations token to change all [BATTLE STATIONS] results to [HIT]?

Boheeka:
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result. "
davedujour 14718407

delta_angelfire wrote:

This ruling was also already present under STAW:Attack Squadron which is the name of the resource. It's good to see other people helping with the wiki though :-)


But STAW:Attack Squadron isn't in the STAW: list. Not easy to see if a page exists if it's not in the list.
XanderF 14718540

davedujour wrote:

From another thread:

After rolling the attack dice, can I use a Battlestations token to activate Boheeka and then discard the same Battlestations token to change all [BATTLE STATIONS] results to [HIT]?

Boheeka:
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result. "


From up-thread, Andrew thumbed this interpretation as 'correct':

You modify dice in any order after rolling. So the way that I would do it is to use Boheeka's effect, if applicable/desired, then spend the battle stations token, if applicable/desired. Doing it the other way would mean you no longer had the token to apply the effect to a blank die with.
Mordaenor 14719345
Are Ships and Captains bound by the same "One Trigger per Token" ruling on page 22 as Upgrades?

Por Example: Breen Aide on the Koranak. Koranak says
"If you have a Scan Token, convert one Blank to a Hit"
Koranak says:
"If you attack with a Scan Token, you may target two ships. Roll -2 attack against each."


Okay, I just checked the text and Koranak actually needs you to spend SPEND the Scan Token to make the attack, so my scenario above wouldn't apply, but I think the question is still valid.

All things being equal, theoretically, could a Ship/Captain/Upgrade trigger off the same Token?
Magentawolf 14719574

Mordaenor wrote:

Are Ships and Captains bound by the same "One Trigger per Token" ruling on page 22 as Upgrades?

Por Example: Breen Aide on the Koranak. Koranak says
"If you have a Scan Token, convert one Blank to a Hit"
Koranak says:
"If you attack with a Scan Token, you may target two ships. Roll -2 attack against each."


Okay, I just checked the text and Koranak actually needs you to spend SPEND the Scan Token to make the attack, so my scenario above wouldn't apply, but I think the question is still valid.

All things being equal, theoretically, could a Ship/Captain/Upgrade trigger off the same Token?


The rules state that multiple upgrades cannot trigger off of the same token. Neither a Ship nor a Captain is an upgrade.
delta_angelfire 14719878


You did however misquote the staw:koranak

"Instead of making a normal attack, you may spend a (scan) token to attack 2 different ships with your Primary Weapon at -2 attack dice each."
stpitner 14720703

davedujour wrote:

delta_angelfire wrote:

This ruling was also already present under STAW:Attack Squadron which is the name of the resource. It's good to see other people helping with the wiki though :-)


But STAW:Attack Squadron isn't in the STAW: list. Not easy to see if a page exists if it's not in the list.


This is something I'll be working on over the next couple of days to make sure that ALL links to all of the cards exist on that front page. There are tons out there that don't link to that home page yet.
swingk2121 14720853

swingk2121 wrote:

Harry Llama wrote:

Magentawolf wrote:

Harry Llama wrote:


I'm guessing the intent of not rolling attack dice for STAW:Stunned Helmsman is so that it's still counted as an attack. That way cards like STAW:William T. Riker can be triggered by it and/or the ship would have to decloak. Your suggested errata would make it where it's not an attack.


This weekend, I ruled that attacking with a stunned helmsman would cause you to decloak, but with the recent ruling on Gelnon, I had to reverse my decision.

Andrew has declared that merely attacking doesn't break cloak, you have to 'fire' to cause the token to flip. Since you're not firing when declaring an attack with the stunned helmsman, it shouldn't cause you to decloak.

In my opinion, since 'firing' is not defined as being different than 'attacking' in the Rules of Play, that distinction should be added to the FAQ. There are a few ways that an attack could be reduced to the point where no dice are rolled and I'm sure it will become more common place as further expansion packs are released.

*Edit: According to the example on page 15, the ship flips it's Cloak Token before rolling dice. "2. The Enterprise-D is within the Khazara's forward firing arc and at Range 1, and the Khazara attacks. Since the Khazara was Cloaked, it must flip its Cloak Token over to its red side; it is still considered Cloaked until the end of the round." It can be explained that the player(s) knew dice would be rolled but it could also imply 'attack' and 'fire' are synonymous.


How does this work? Attacking and firing aren't any different. Let's look at Varel. She cancels the attack but token are still spent. Does this mean now that they haven't rolled any dice that they can remain cloaked? wow


Still left with this question: So if someone attacks; if you cancel their attack or for what ever reason they don't end up firing, then they don't have to flip their cloak?

Reading Varel and other cards; if you attack or say your attacking you must do everything before rolling dice. So cards like stund helmsman which doesn't allow you to roll attack dice you will still have to decloak.
Mordaenor 14720944

swingk2121 wrote:


Still left with this question: So if someone attacks; if you cancel their attack or for what ever reason they don't end up firing, then they don't have to flip their cloak?

Reading Varel and other cards; if you attack or say your attacking you must do everything before rolling dice. So cards like stund helmsman which doesn't allow you to roll attack dice you will still have to decloak.


I think the question boils down to "When does the Cloak token get flipped during the attack sequence?"

I had always interpretted it as getting flipped after dice were rolled, so if no dice were rolled than no token-flip.
swingk2121 14720970

swingk2121 wrote:

Andrew Parks wrote:

stpitner wrote:

Harry Llama wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Are there any modifiers that can enhance the damage done by STAW:I Stab At Thee?

"If your ship was just destroyed, roll 3 attack dice and inflict the resulting damage on all ships within Range 1 of your ship. These ships do not roll defense dice against this damage."


Not that I am aware of. It is not considered an "attack".

Andrew


Benjamin Sisko would allow the re-roll of one of the attack dice, correct?

Benjamin Sisko - Once per round, you may re-roll any one of your attack or defense dice.


According to the ruling discussed on this page: STAW:Benjamin Sisko, you should be able to re-roll from his ability. If it can let you re-roll a warp core breach, why not on I Stab At Thee?


Yes, good call. Something that lets you re-roll any die roll (not requiring it to be an "attack") would be fine.


Based on this and aforementioned posts; Does this mean you can re-roll any dice using United force Adm. orders (I.e. Warp core breech, I stab at thee, etc.)?

"Once per round, you may re-roll anyone dice (Even if it is already been re-rolled)"


Andrew, this update should be added to the FAQ because I wouldn't think anything could reroll cards like warp core breech, or things like "I Stab at thee" but things like Admirals orders and Ben Sisko
delta_angelfire 14720993
staw:Varel


Attack canceling effects like “Varel” and “Conditional Surrender” happen after the enemy spends any necessary costs for their attack. [cloak] tokens would be flipped, weapon upgrades disabled (if appropriate), and [target locks] spent (if required). This includes ALL effect of the card including the Auxiliary Power Token and loss of Attack for "STAW:Barrage of Fire"
http://boardgamegeek.com/article/13708010#13708010
http://boardgamegeek.com/article/14385652#14385652
swingk2121 14721243

Mordaenor wrote:

swingk2121 wrote:


Still left with this question: So if someone attacks; if you cancel their attack or for what ever reason they don't end up firing, then they don't have to flip their cloak?

Reading Varel and other cards; if you attack or say your attacking you must do everything before rolling dice. So cards like stund helmsman which doesn't allow you to roll attack dice you will still have to decloak.


I think the question boils down to "When does the Cloak token get flipped during the attack sequence?"

I had always interpretted it as getting flipped after dice were rolled, so if no dice were rolled than no token-flip.


Thank you, this made me re-read the rules and I did in fact find that on page 13 it does state if the ship fires they flip the cloak. So there is a distinction in the rules between firing and attacking.

******Edit******

delta_angelfire wrote:

staw:Varel


Attack canceling effects like “Varel” and “Conditional Surrender” happen after the enemy spends any necessary costs for their attack. [cloak] tokens would be flipped, weapon upgrades disabled (if appropriate), and [target locks] spent (if required). This includes ALL effect of the card including the Auxiliary Power Token and loss of Attack for "STAW:Barrage of Fire"
http://boardgamegeek.com/article/13708010#13708010
http://boardgamegeek.com/article/14385652#14385652


Now I need a ruling from Andrew as his prior post seem to ignore the rule book rule for firing while cloaked. Because Firing does seem to be something unique.
Prion1234 14721474
Since Virak'Kara can target friendly's as well as the enemy, can it target an previous disabled upgrade and use it as a free action?
delta_angelfire 14721679

Prion1234 wrote:

Since Virak'Kara can target friendly's as well as the enemy, can it target an previous disabled upgrade and use it as a free action?


Virak'Kara's text:
Action: Target a ship at range 1 . Disable this card and 1 [crew] Upgrade of your choice on the target ship (even if that ship is cloaked or has active shields). You may then use that Upgrade's Action (if any) as a free action this round. This upgrade may only be purchased for a Jem'Hadar ship.
delta_angelfire 14721692

swingk2121 wrote:


delta_angelfire wrote:

staw:Varel


Attack canceling effects like “Varel” and “Conditional Surrender” happen after the enemy spends any necessary costs for their attack. [cloak] tokens would be flipped, weapon upgrades disabled (if appropriate), and [target locks] spent (if required). This includes ALL effect of the card including the Auxiliary Power Token and loss of Attack for "STAW:Barrage of Fire"
http://boardgamegeek.com/article/13708010#13708010
http://boardgamegeek.com/article/14385652#14385652


Now I need a ruling from Andrew as his prior post seem to ignore the rule book rule for firing while cloaked. Because Firing does seem to be something unique.

Which ruling in particular?
rtsuk 14721881

Prion1234 wrote:

Since Virak'Kara can target friendly's as well as the enemy, can it target an previous disabled upgrade and use it as a free action?


Since Andrew has said that you can't disable a disabled upgrade I would assume not, since the disabling seems to be a prerequisite for getting the free action.
swingk2121 14724131

delta_angelfire wrote:

swingk2121 wrote:


delta_angelfire wrote:

staw:Varel


Attack canceling effects like “Varel” and “Conditional Surrender” happen after the enemy spends any necessary costs for their attack. [cloak] tokens would be flipped, weapon upgrades disabled (if appropriate), and [target locks] spent (if required). This includes ALL effect of the card including the Auxiliary Power Token and loss of Attack for "STAW:Barrage of Fire"
http://boardgamegeek.com/article/13708010#13708010
http://boardgamegeek.com/article/14385652#14385652


Now I need a ruling from Andrew as his prior post seem to ignore the rule book rule for firing while cloaked. Because Firing does seem to be something unique.

Which ruling in particular?


In both cases he basically says that if you attack, even if the attack is canceled, you loose the cards, take the tokens, FLIP YOUR CLOAK, etc.

Problem is on page 13 it clearly states under the heading of "firing while cloaked," that if your cloak shipped fire then you flip your token. In the above cases you attacked, but would not have actually fired.
alepperd 14724358
If I use Tahna Los's ability to add a tech slot to a ship and then use that tech slot for Cold Storage Units, can I reveal the tech upgrade during the set up phase in order to deploy secondary weapons on the ship during that phase, or would Cold Storage Units confer essentially no benefit because the set up phase is not a valid time to "use" and reveal the card?

Tahna Los (captain):

Add 1 additional [Tech] icon to your ship's upgrade bar. One of the [Tech] upgrades you purchase for Tahnas Los's ship costs exactly 3 squadron points and is placed face down beside his card; this upgrade cannot refer to a specific ship or class of ship. This upgrade remains face down until you decide to use it, and then is turned face up for the rest of the game.

Cold Storage Units (tech):

Add 2 additional [Secondary Weapon] icons to your ship's upgrade bar
delta_angelfire 14724825
Scenario: You give a ship a maneuver before it takes its normal turn movement (by giving it an extra maneuver with the independent flagship). This causes that ship to bump. The ship then reveals its dial on its turn and performs a maneuver that does not cause it to bump. Can that ship now take actions?

Ender02 14724850

delta_angelfire wrote:

Scenario: You give a ship a maneuver before it takes its normal turn movement (by giving it an extra maneuver with the independent flagship). This causes that ship to bump. The ship then reveals its dial on its turn and performs a maneuver that does not cause it to bump. Can that ship now take actions?


I won't say this is the end all answer, but the rule book says you lose your action step "for the turn" so I would think that since it is still the same turn your perform action step is still gone.
capopolar 14734654
1. Can suicide attack hit more than one ship if the ship's intended destination overlaps more than one ship?

2. Does using suicide attack destroy shields? In the faq it states that when using cheat death with suicide attack you add damage cards. It does not mention whether shields are lost. After all, a ship's hull is all that must be reduced to 0 for the ship to be lost.
Mordaenor 14734785

capopolar wrote:

1. Can suicide attack hit more than one ship if the ship's intended destination overlaps more than one ship?

2. Does using suicide attack destroy shields? In the faq it states that when using cheat death with suicide attack you add damage cards. It does not mention whether shields are lost. After all, a ship's hull is all that must be reduced to 0 for the ship to be lost.


If you survive the Suicide Attack, thanks to Cheat Death, your Shields remain intact, you just have a severely battered Hull.

I think if you hit Multiple ships with Suicide Attack, you choose which one to effect, but I'm not sure on that one. I know the question was asked before, but I cannot find the answer.
delta_angelfire 14734902
If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922
Mordaenor 14734949

delta_angelfire wrote:

If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922


Unfortunately, this ruling does little good if you are coming straight between two ships flying in close formation, thus hitting both at the same time.
Roynaldo 14736338

Mordaenor wrote:

delta_angelfire wrote:

If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922


Unfortunately, this ruling does little good if you are coming straight between two ships flying in close formation, thus hitting both at the same time.


I actually run a suicide fleet and this has only happend to me once and i just picked a ship for the suicide attack... being able to hit a second ship would just be supper broken
Magentawolf 14736497

Mordaenor wrote:

delta_angelfire wrote:

If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922


Unfortunately, this ruling does little good if you are coming straight between two ships flying in close formation, thus hitting both at the same time.


If you simply can't decide which ship was the first to be hit, then you'll just have to dice it off.
Andrew Parks 14736773

alepperd wrote:

If I use Tahna Los's ability to add a tech slot to a ship and then use that tech slot for Cold Storage Units, can I reveal the tech upgrade during the set up phase in order to deploy secondary weapons on the ship during that phase, or would Cold Storage Units confer essentially no benefit because the set up phase is not a valid time to "use" and reveal the card?

Tahna Los (captain):

Add 1 additional [Tech] icon to your ship's upgrade bar. One of the [Tech] upgrades you purchase for Tahnas Los's ship costs exactly 3 squadron points and is placed face down beside his card; this upgrade cannot refer to a specific ship or class of ship. This upgrade remains face down until you decide to use it, and then is turned face up for the rest of the game.

Cold Storage Units (tech):

Add 2 additional [Secondary Weapon] icons to your ship's upgrade bar


I reserve the right to reverse this later, but I believe this would be fine. A card's text is active during set-up, or else cards like Pike wouldn't function. So I don't see why you couldn't combine these abilities in this way.
delta_angelfire 14737392
When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."
Prion1234 14737644
If I have a Independent Flagship (target lock) with Romulan Pilot, whos initial move does not place me within 1 of a friendly ship, but the use Romulan Pilot's additional move does place me within 1, will the flagships ability to grant a move occur?

My guess is yes, due to the following ruling, but wanted to confirm.
All "After you move" abilities may be triggered at the same time, and resolve in any order you choose. If you have a card like STAW:Martok, you may choose to resolve his effect either before or after STAW:Romulan Pilot, the movement granted by Romulan Pilot does not stop you from using other "After you move" abilities (as usual though, it does not trigger them either, so you cannot use Martok twice). http://boardgamegeek.com/article/14521231#14521231

http://boardgamegeek.com/wiki/page/staw:Flagships
After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver

http://boardgamegeek.com/wiki/page/staw:Romulan_Pilot
After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver.
delta_angelfire 14737961
yes, "After you move" abilities may be done in any order, and completely resolve before doing another one.

http://boardgamegeek.com/article/14590566#14590566
koku_ryu 14739302

Magentawolf wrote:

Mordaenor wrote:

delta_angelfire wrote:

If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922


Unfortunately, this ruling does little good if you are coming straight between two ships flying in close formation, thus hitting both at the same time.


If you simply can't decide which ship was the first to be hit, then you'll just have to dice it off.


So, to confirm what I'm reading here, Staw:Suicide Attack can only ever damage one ship?
DrunkDwarves 14740140
Do Captain Cards count as Upgrades?
I want to use a list that uses the United Force AO that consists of 100 pts in ships and 10 pts in captains. But I don't think Captain cards are considered Upgrades but thought I'd check.
rtsuk 14740425

DrunkDwarves wrote:

Do Captain Cards count as Upgrades?
I want to use a list that uses the United Force AO that consists of 100 pts in ships and 10 pts in captains. But I don't think Captain cards are considered Upgrades but thought I'd check.


Unfortunately they are not. To spend 110 points with United Force you have to have a legal 100 point build then add no more than 10 points of upgrades. Those points cannot be spent on Ships, Captains, Resources or Admiral's Orders.
delta_angelfire 14740757

koku_ryu wrote:

Magentawolf wrote:

Mordaenor wrote:

delta_angelfire wrote:

If you would Overlap Multiple Ships with Suicide Attack, you attck only the first ship you would encounter. http://boardgamegeek.com/article/13729922#13729922


Unfortunately, this ruling does little good if you are coming straight between two ships flying in close formation, thus hitting both at the same time.


If you simply can't decide which ship was the first to be hit, then you'll just have to dice it off.


So, to confirm what I'm reading here, Staw:Suicide Attack can only ever damage one ship?


that is correct. Andrew says exactly that in the reference link.
Novacat 14743719
Just to be certain... There aren't any restrictions on using physical aids when placing your ships at the beginning of the game, right? Like if I want to make sure my ships are set up at exactly 22.5 degrees to the side, I can use a template that I made, right?
delta_angelfire 14743818
Correct. You can even lay out range and maneuver templates if you want to.
koku_ryu 14745211
If I use staw:worf crew to reroll my entire attack roll, can I usestaw:united force to reroll one of those results, or does the line 'you must keep the results of the second roll' prevent that?
Schuyler1987 14745605
If I am using the Hideki fighters do they count against the two ship restriction for the Strike Force admirals orders?
Novacat 14745627

Schuyler1987 wrote:

If I am using the Hideki fighters do they count against the two ship restriction for the Strike Force admirals orders?

Yes. They are a ship.
Novacat 14745632

koku_ryu wrote:

If I use staw:worf crew to reroll my entire attack roll, can I usestaw:united force to reroll one of those results, or does the line 'you must keep the results of the second roll' prevent that?

It can be rerolled.
SteRT 14745670

Novacat wrote:

koku_ryu wrote:

If I use staw:worf crew to reroll my entire attack roll, can I usestaw:united force to reroll one of those results, or does the line 'you must keep the results of the second roll' prevent that?

It can be rerolled.


Has that been ruled on?

I would think that Worf's wording would prevent the united force re-roll or anything that could be used to alter the dice after that point.

Novacat 14745828

SteRT wrote:

Novacat wrote:

koku_ryu wrote:

If I use staw:worf crew to reroll my entire attack roll, can I usestaw:united force to reroll one of those results, or does the line 'you must keep the results of the second roll' prevent that?

It can be rerolled.


Has that been ruled on?

I would think that Worf's wording would prevent the united force re-roll or anything that could be used to alter the dice after that point.


The "you must keep the second roll" is effectively just reminder text, noting that you cannot revert to your previous results if your reroll is worse.
spcstrickler 14746606
So a question of mine is, if an enemy player lays antimatter mines down and my cloak ship comes near it with its move, and chooses to perform the sensor echo action through the minefield during their perform action stage, does the sensor echo in fact trigger the antimatter mines?

It would seem like it wouldn't because a sensor echo isn't a movement per se in the normal sense, and how I interpret it is that the player initially tracks you moving to one spot, when in fact you had actually moved to a completely different spot.
rtsuk 14747116
Andrew has ruled that if your movement brings you into range of the mines they will trigger, even if you later use sensor echo to position yourself outside of their area. Sensor echoing from one spot inside the mine field to another will not cause a second attack. But if you end your movement outside a mine field and use something like engage or sensor echo to move into the field you will be attacked.

FAQ Post
FortuneFavorTheBold 14747910
As long as your ship base at no point touches an Antimatter Minefield Token during the movement step, and then does not touch it after completing a Sensor Echo, you'd be OK.

If you in any way enter the token's area of effect, other than starting your turn on it and disengaging from the token, you trigger the damage.
Roynaldo 14748110

FortuneFavorTheBold wrote:

As long as your ship base at no point touches an Antimatter Minefield Token during the movement step, and then does not touch it after completing a Sensor Echo, you'd be OK.

If you in any way enter the token's area of effect, other than starting your turn on it and disengaging from the token, you trigger the damage.


Actually the rule is if your movement template or your ships base touches the minefield you roll for damage... and I'm pretty sure it was rulled that the sensor echo would still trigger the minefield.
Andrew Parks 14748718

delta_angelfire wrote:

When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."


Yes.
Andrew Parks 14748768

Roynaldo wrote:

FortuneFavorTheBold wrote:

As long as your ship base at no point touches an Antimatter Minefield Token during the movement step, and then does not touch it after completing a Sensor Echo, you'd be OK.

If you in any way enter the token's area of effect, other than starting your turn on it and disengaging from the token, you trigger the damage.


Actually the rule is if your movement template or your ships base touches the minefield you roll for damage... and I'm pretty sure it was rulled that the sensor echo would still trigger the minefield.


In most situations, this is true. But Ted is correct that if you end your movement outside the Minefield, and then Sensor Echo "through" the Minefield, ending up outside of it again, you are okay. We ruled on this a while ago, the idea being in this case that there was not pilot error and that you were never actually in the original position thematically.
delta_angelfire 14748869
If it helps, sensor echoing is not considered a Maneuver. Whenever anything would trigger off overlapping a Maneuver template, sensor echo templates do not count (since you're not actually "moving" across them). Where your base ends up (both before and after using a sensor echo) however, does.
SteRT 14749174

Andrew Parks wrote:

delta_angelfire wrote:

When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."


Yes.


I've been playing that you wouldn't be able to use it till the normal attack later that turn.

I didn't think you'd be able to use Boheeka as the token wasn't beside the ship when you attacked.

Have I been wrong?
dc0nklin 14750973

For STAW:Cloaking Device , is the bestowed Sensor Echo considered to be on the Action Bar for use by STAW:Strike Force?

"Instead of performing a normal action, you may disable this card to perform the [cloak] action. While you have a [cloak] token beside your ship, you may perform the [sensor echo] action, even if this card is disabled. This upgrade costs +5 Squadron Points for any (ship other than the STAW:U.S.S. Defiant/non-Keldon Class ship)."

"You may only deploy this Order if your Fleet includes exactly 2 Ships.

While the Strike Force Order is a part of your fleet:

1) Once during each Activation Phase, one of your ships may perform one Action on its Action Bar as a free Action.

2) Once during each Combat Phase, one of you non-Cloaked Ships may roll 1 extra attack die OR 1 extra defense die. You must add the extra die before rolling your other dice during that attack or defense."

Novacat 14751403

dc0nklin wrote:


For STAW:Cloaking Device , is the bestowed Sensor Echo considered to be on the Action Bar for use by STAW:Strike Force?

"Instead of performing a normal action, you may disable this card to perform the [cloak] action. While you have a [cloak] token beside your ship, you may perform the [sensor echo] action, even if this card is disabled. This upgrade costs +5 Squadron Points for any (ship other than the STAW:U.S.S. Defiant/non-Keldon Class ship)."

"You may only deploy this Order if your Fleet includes exactly 2 Ships.

While the Strike Force Order is a part of your fleet:

1) Once during each Activation Phase, one of your ships may perform one Action on its Action Bar as a free Action.

2) Once during each Combat Phase, one of you non-Cloaked Ships may roll 1 extra attack die OR 1 extra defense die. You must add the extra die before rolling your other dice during that attack or defense."


The Cloaking Device upgrade mentions nothing about adding the action to your action bar, so no, it is not.
capopolar 14752350
Can you start the game with your shields down and then raise them later?
Novacat 14752395

capopolar wrote:

Can you start the game with your shields down and then raise them later?

No. Neither can you voluntarily lower them without an ability permitting you to do so. You can, however, choose not to raise them again during the Cleanup step if they were already disabled.
Ender02 14752951

capopolar wrote:

Can you start the game with your shields down and then raise them later?

Nope. You can't lower your shields unless there is a game effect that allows you to do so (such as cloaking or lowering them to beam an away team in certain scenarios).
Andrew Parks 14753240

SteRT wrote:

Andrew Parks wrote:

delta_angelfire wrote:

When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."


Yes.


I've been playing that you wouldn't be able to use it till the normal attack later that turn.

I didn't think you'd be able to use Boheeka as the token wasn't beside the ship when you attacked.

Have I been wrong?


This is an example of two effects firing off more or less simultaneously. When this happens, the owner of the cards gets to choose the order in which they trigger.
Magentawolf 14753570

Andrew Parks wrote:

SteRT wrote:

Andrew Parks wrote:

delta_angelfire wrote:

When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."


Yes.


I've been playing that you wouldn't be able to use it till the normal attack later that turn.

I didn't think you'd be able to use Boheeka as the token wasn't beside the ship when you attacked.

Have I been wrong?


This is an example of two effects firing off more or less simultaneously. When this happens, the owner of the cards gets to choose the order in which they trigger.


But when you made the attack, the token wasn't there. It was received during the attack.
TomTheCPA 14756197

Magentawolf wrote:

Andrew Parks wrote:

SteRT wrote:

Andrew Parks wrote:

delta_angelfire wrote:

When I use Gelnon's ability on a ship with Boheeka, if I roll a Battlestations and a Blank, can I acquire the battlestations token, then convert the blank to a hit with the token I just got?

STAW:Gelnon
"Action: Target an enemy ship in your forward firing arc withing Range 1 and immediately roll 2 attack dice. The target ship does not roll any defense dice against this attack and sustains damage as normal for each [hit] or [crit]. If you roll at least 1 [battle stations] result, place a [battle stations] token beside your ship."

STAW:Boheeka
"If your ship has a [Battle Stations] Token beside it when you attack, you may convert 1 blank result into a [Hit] result."


Yes.


I've been playing that you wouldn't be able to use it till the normal attack later that turn.

I didn't think you'd be able to use Boheeka as the token wasn't beside the ship when you attacked.

Have I been wrong?


This is an example of two effects firing off more or less simultaneously. When this happens, the owner of the cards gets to choose the order in which they trigger.


But when you made the attack, the token wasn't there. It was received during the attack.


I would agree with this reading - the token was not next to your ship when you rolled the dice, so I would be surprised if Boheeka's ability was triggered in this scenario.
FortuneFavorTheBold 14756241
Boheeka doesn't care if there is a battle stations token next to your ship when you're attacking- only if there is one next to your ship when you modify your attack dice. Part of the effect of the attack is gaining a battle stations token when you roll a battle stations result. This isn't specified as after dealing damage, which means dice modification is still possible after. where Boheeka can take effect.
bhosp 14757363

Andrew Parks wrote:

I reserve the right to reverse this later

This should be your signature.
SteRT 14757716

FortuneFavorTheBold wrote:

Boheeka doesn't care if there is a battle stations token next to your ship when you're attacking- only if there is one next to your ship when you modify your attack dice. Part of the effect of the attack is gaining a battle stations token when you roll a battle stations result. This isn't specified as after dealing damage, which means dice modification is still possible after. where Boheeka can take effect.


If that's the case why does his card say "If your ship has a battlestations token beside it when you attack you may covert..."
DonMegel 14759079
Just want to confirm: for OP 6 I can blow DS9 to bits right?
Ender02 14759289

DonMegel wrote:

Just want to confirm: for OP 6 I can blow DS9 to bits right?

You could in Month 1, and I see no rules for Month 6 that say you cannot, so yes. In fact the Objective line for the scenario refers to the fact that it can be destroyed;

NOTE: You do not have to destroy DS9 if it is controlled by your opponent in order to eliminate that player’s fleet. DS9 is not considered part of either players’ fleet when determining a winner.

You would sacrifice the ability to score the additional 20 points for controlling the station at the end of the game, but if you didn't have control anyway, it denies your opponent the ability to score those points.
DonMegel 14759318

Ender02 wrote:

DonMegel wrote:

Just want to confirm: for OP 6 I can blow DS9 to bits right?

You could in Month 1, and I see no rules for Month 6 that say you cannot, so yes. In fact the Objective line for the scenario refers to the fact that it can be destroyed;

NOTE: You do not have to destroy DS9 if it is controlled by your opponent in order to eliminate that player’s fleet. DS9 is not considered part of either players’ fleet when determining a winner.

You would sacrifice the ability to score the additional 20 points for controlling the station at the end of the game, but if you didn't have control anyway, it denies your opponent the ability to score those points.


This looks like a job for the Sutherland! *cue music*

New question: Does Scotty work with Once More Unto the Breach? As in would he boost both attacks? Looks like a no but I want to confirm.
Ender02 14759392

DonMegel wrote:

New question: Does Scotty work with Once More Unto the Breach? As in would he boost both attacks? Looks like a no but I want to confirm.

Scotty gives you +2 dice, you can use them both on one attack or +1 to each.
Mordaenor 14759426

DonMegel wrote:

This looks like a job for the Sutherland! *cue music*

New question: Does Scotty work with Once More Unto the Breach? As in would he boost both attacks? Looks like a no but I want to confirm.


Scotty gives you a total of +2 attack for the round. You would not get 2 additional dice on each attack but you COULD split the bonus into +1 to each attack.

Edit: Ninja'd by Ender.
csimian 14762643
OWP & Critical Hit: Stunned Helmsman

Since OWPs are considered ships, can they be affected by critical hits like Stunned Helmsman:

The next time you attack, do not roll any attack dice. Then flip this card face down.

agntorenge 14762782
Secondary Torpedo Launcher and Conditional surrender

If Ship A uses Conditional Surrender on Ship B which was attacking with Torpedoes and cancels the attack can Ship B trigger secondary torpedo launcher to get in a shot at Ship A after the first torpedo attack was cancelled?
FortuneFavorTheBold 14763073

SteRT wrote:

FortuneFavorTheBold wrote:

Boheeka doesn't care if there is a battle stations token next to your ship when you're attacking- only if there is one next to your ship when you modify your attack dice. Part of the effect of the attack is gaining a battle stations token when you roll a battle stations result. This isn't specified as after dealing damage, which means dice modification is still possible after. where Boheeka can take effect.


If that's the case why does his card say "If your ship has a battlestations token beside it when you attack you may covert..."


Boheeka is checking during the attacker's Modify Dice step, which is the same point at which, if Gelnon rolled a Battle Stations, the ship could also gain the token. That's my understanding of how it works.
Andrew Parks 14765048

csimian wrote:

OWP & Critical Hit: Stunned Helmsman

Since OWPs are considered ships, can they be affected by critical hits like Stunned Helmsman:

The next time you attack, do not roll any attack dice. Then flip this card face down.



No, they do not receive Damage Cards during OP5. They are simply destroyed when hit for the second time.
FortuneFavorTheBold 14765063

Andrew Parks wrote:

csimian wrote:

OWP & Critical Hit: Stunned Helmsman

Since OWPs are considered ships, can they be affected by critical hits like Stunned Helmsman:

The next time you attack, do not roll any attack dice. Then flip this card face down.



Yes, I believe so.


Does this mean OWPs are dealt damage normally when attacked?
Andrew Parks 14765070

agntorenge wrote:

Secondary Torpedo Launcher and Conditional surrender

If Ship A uses Conditional Surrender on Ship B which was attacking with Torpedoes and cancels the attack can Ship B trigger secondary torpedo launcher to get in a shot at Ship A after the first torpedo attack was cancelled?


I don't have the cards in front of me, but I'm pretty sure Secondary Launcher's language implies that it occurs after the first attack.
Andrew Parks 14765100

FortuneFavorTheBold wrote:

Andrew Parks wrote:

csimian wrote:

OWP & Critical Hit: Stunned Helmsman

Since OWPs are considered ships, can they be affected by critical hits like Stunned Helmsman:

The next time you attack, do not roll any attack dice. Then flip this card face down.



Yes, I believe so.


Does this mean OWPs are dealt damage normally when attacked?


Ah, I was thinking of the non-OP version of the OWPs.

In the OP, they die as soon as they are hit for the second time, so they don't receive Damage Cards. Sorry for the confusion.
Ender02 14765675

FortuneFavorTheBold wrote:

Andrew Parks wrote:

csimian wrote:

OWP & Critical Hit: Stunned Helmsman

Since OWPs are considered ships, can they be affected by critical hits like Stunned Helmsman:

The next time you attack, do not roll any attack dice. Then flip this card face down.



Yes, I believe so.


Does this mean OWPs are dealt damage normally when attacked?


Normally, when used in a friendly game, yes. I would assume that any critical damage would also be applied as normal in that situation as well. In OP play, depending on the Months event, OWP's are either indestructible (such as in month 3) or have other special rules pertaining to them (like Month 5). For Month 5, they take one successful attack to remove their mission token (aka shielding) and a second successful attack to destroy them. If the second attack is a crit or not is a mute point since either way they are destroyed.
swingk2121 14771280
Had a questions come up last night during an OP.

Federation player using Antimatter Mines drops the mines so it touches two ships for the attack. The other player is Romulan and has a Varel on one of the ships. Varel says you cancel attack before dice are rolled, which means they have to use the mines before she is played. Does her ability cancel the placement of the mines and the attack or does the mines still get placed and all tokens spent and then you just cancel the dice roll against your ship/ships?
rangarth 14771485
delta_angelfire wrote:
Can Varel or Conditional Surrender cancel a direct attack from Antimatter Mines? If so, what happens to the mines?

"Discard this card to cancel a single attack against her ship before any dice are rolled."

"Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."



The mines would still be placed, but no damage would be rolled against the ship.

This was from page 74 of the FAQ. The nov-Varel ship would still be affected since Varel only cancels that attack against her ship.
DonMegel 14789170
Since Wave 3 is delayed I would like Andrew to let us know Voyager ' s stats please.
TheWaspinator 14789301
Voyager obviously fixes itself completely between every epis- I mean round.
swingk2121 14791065

DonMegel wrote:

Since Wave 3 is delayed I would like Andrew to let us know Voyager ' s stats please.


Do you mean wave 4? And is wave 4 actually delayed? Where did you find this out?
stpitner 14791162

swingk2121 wrote:

DonMegel wrote:

Since Wave 3 is delayed I would like Andrew to let us know Voyager ' s stats please.


Do you mean wave 4? And is wave 4 actually delayed? Where did you find this out?


I believe he's hoping that as a "consolation prize" for the delay in wave 3 that Andrew would leak information about something due out with wave 4 There's nothing out there right now about a delay in wave 4.
SteRT 14791810

stpitner wrote:

swingk2121 wrote:

DonMegel wrote:

Since Wave 3 is delayed I would like Andrew to let us know Voyager ' s stats please.


Do you mean wave 4? And is wave 4 actually delayed? Where did you find this out?


I believe he's hoping that as a "consolation prize" for the delay in wave 3 that Andrew would leak information about something due out with wave 4 There's nothing out there right now about a delay in wave 4.


No, not yet. I don't really want to be a gainsayer but....

If the delay on this release is due (at least in part) to the delay that occurred in the last wave over here in Europe then it could be an indication that Wizkids is having increasing problems in keeping production high enough to meet demand.

If this is the case then future wave's may exhibit similar delays.

So do like I do.

Hope for the best but prepare for the worst.
swingk2121 14792756
Question about I.R.W. Praetus:

Card reads "You may use the {clock symbol} action even if you have no Active shields. Whenever you choose the {clock symbol} action, roll 1 attack die. On a {battle stations symbol} result, your Hull sustained 1 damage."

I understand that this ships ability states that if you clock you must roll a dice to determine if you take damage, however other ships are given the choice to use their ship text such as a reroll. My question is if I have a flagship card attached to this ship can I choose not to use the cards text. The rule book states a ship may take a clock by disabling shields. I feel the meaning of this card is that if you choose to clock when you don't have shields roll a dice to see if you take damage.

If we can wait to hear from Andrew and the designers before people chime in with their opinion.
delta_angelfire 14792803

swingk2121 wrote:

Question about I.R.W. Praetus:

Card reads "You may use the {clock symbol} action even if you have no Active shields. Whenever you choose the {clock symbol} action, roll 1 attack die. On a {battle stations symbol} result, your Hull sustained 1 damage."

I understand that this ships ability states that if you clock you must roll a dice to determine if you take damage, however other ships are given the choice to use their ship text such as a reroll. My question is if I have a flagship card attached to this ship can I choose not to use the cards text. The rule book states a ship may take a clock by disabling shields. I feel the meaning of this card is that if you choose to clock when you don't have shields roll a dice to see if you take damage.

If we can wait to hear from Andrew and the designers before people chime in with their opinion.

STAW:I.R.W. Praetus
No need to wait and its not an opinion, Andrew already answered this question.

You must still roll when cloaking even if the Praetus has shields from the “staw:Flagships” resource. http://boardgamegeek.com/article/14240529#14240529
DonMegel 14796088
Is that a no on Voyager stats? How about its special ability?
jonnyd76 14797228

DonMegel wrote:

Is that a no on Voyager stats? How about its special ability?


I'm pretty sure its at the very least a no in this thread... seeming as it won't be a FAQ after its released
Frent 14803318
Here's a question I had while I was trying to build a Cardassian fleet using the new Hideki Class Attack Fighters: are the Hideki Class Attack Fighters considered a ship?

Their card counts them as one resource. If they count as a resource and not a ship, then presumably I could have a fleet of the Kraxon, Koranak and the Hideki fighters, but it would only count as a 2-ship fleet -- and thus be eligible to use Strike Force Admiral's Orders.

So, do they count as just a resource, or as a resource and as a ship?
H00D4M4N 14803408

Frent wrote:

Here's a question I had while I was trying to build a Cardassian fleet using the new Hideki Class Attack Fighters: are the Hideki Class Attack Fighters considered a ship?

Their card counts them as one resource. If they count as a resource and not a ship, then presumably I could have a fleet of the Kraxon, Koranak and the Hideki fighters, but it would only count as a 2-ship fleet -- and thus be eligible to use Strike Force Admiral's Orders.

So, do they count as just a resource, or as a resource and as a ship?


They are a resource and a ship.
delta_angelfire 14803562
STAW:Attack Squadron

Attack Squadrons count as both a resource and a ship. http://boardgamegeek.com/article/14356342#14356342
DonMegel 14803626
Ok Andrew, how about Janeways special ability? Common now, we are missing out on Wave 3 ships, you must fill the void.
H00D4M4N 14803717

DonMegel wrote:

Ok Andrew, how about Janeways special ability? Common now, we are missing out on Wave 3 ships, you must fill the void.


Action: Speak in a nasally monotone voice to fix whatever ails you.
El_Tonio 14804646
A couple of question about interphase generator.

1. Can you have more than one on a ship if it has two tech upgrade slots?

2. The FAQ says:

When precisely does the text on the Interphase Generator activate?

The Interphase Generator takes effect during Step 7 of the Combat Phase (Deal Damage). The [Hit] symbol should have been replaced with the word "damage." This damage cannot be cancelled by an Evade result.


Just to confirm, the phrase "Evade result" is referring to what is rolled on the dice... it can still be canceled by an evasive maneuvers token, correct?

And, if you don't have an evasive maneuvers token, you take a max of 1 damage regardless of what you roll on your defense dice, correct?


davedujour 14804686

El_Tonio wrote:

A couple of question about interphase generator.

1. Can you have more than one on a ship if it has two tech upgrade slots?

2. The FAQ says:

When precisely does the text on the Interphase Generator activate?

The Interphase Generator takes effect during Step 7 of the Combat Phase (Deal Damage). The [Hit] symbol should have been replaced with the word "damage." This damage cannot be cancelled by an Evade result.


Just to confirm, the phrase "Evade result" is referring to what is rolled on the dice... it can still be canceled by an evasive maneuvers token, correct?

And, if you don't have an evasive maneuvers token, you take a max of 1 damage regardless of what you roll on your defense dice, correct?


1. Yes.

2. No, an Evasive Maneuvers token gets spent during Step 5, Modify Defense Dice as stated specifically in the rule book. The Interphase Generator takes effect during Step 7, so the chance to use those tokens has past.
El_Tonio 14804691
Two question about the following flagship upgrade. The FAQ says:

How exactly does the Independent Flagship that grants a "2nd Action listed on its Action Bar as free Action this round" work?

The Independent Flagship can only grant the free Action to a ship that has already performed exactly 1 Action (of any kind) during that round. The free Action must be from the target ship's Action Bar.


So, can a ship with Picard or Gul Dukat could not get a third action from this card? I could see this happening for two reasons.

First, I could perform the ships action, then take the free action from the flagship card since I've only taken one action so far, then take the Picard or Gul Dukat action. Order of operations is important here.

Second, if you put either Picard or Gul Dukat on a ship that does not have battle stations (for example). Then, if I take a battles stations action with their special ability, I am not taking a ship that is in the ships action bar with their special ability.

El_Tonio 14804703

davedujour wrote:

El_Tonio wrote:

A couple of question about interphase generator.

1. Can you have more than one on a ship if it has two tech upgrade slots?

2. The FAQ says:

When precisely does the text on the Interphase Generator activate?

The Interphase Generator takes effect during Step 7 of the Combat Phase (Deal Damage). The [Hit] symbol should have been replaced with the word "damage." This damage cannot be cancelled by an Evade result.


Just to confirm, the phrase "Evade result" is referring to what is rolled on the dice... it can still be canceled by an evasive maneuvers token, correct?

And, if you don't have an evasive maneuvers token, you take a max of 1 damage regardless of what you roll on your defense dice, correct?


1. Yes.

2. No, an Evasive Maneuvers token gets spent during Step 5, Modify Defense Dice as stated specifically in the rule book. The Interphase Generator takes effect during Step 7, so the chance to use those tokens has past.


Thanks! So, just to confirm, you always take 1 damage when you use interphase generator, or is there some way to avoid that one damage?
delta_angelfire 14804789

El_Tonio wrote:

Two question about the following flagship upgrade. The FAQ says:

How exactly does the Independent Flagship that grants a "2nd Action listed on its Action Bar as free Action this round" work?

The Independent Flagship can only grant the free Action to a ship that has already performed exactly 1 Action (of any kind) during that round. The free Action must be from the target ship's Action Bar.


So, can a ship with Picard or Gul Dukat could not get a third action from this card? I could see this happening for two reasons.

First, I could perform the ships action, then take the free action from the flagship card since I've only taken one action so far, then take the Picard or Gul Dukat action. Order of operations is important here.

Second, if you put either Picard or Gul Dukat on a ship that does not have battle stations (for example). Then, if I take a battles stations action with their special ability, I am not taking a ship that is in the ships action bar with their special ability.



A ship only gets the opportunity to perform actions during its perform actions step or when specifically granted by another ability. Since the Flagship Action can only be granted after the flagship moves (i.e., during ITS activation) you are obviously no longer in the "perform actions step" for the targetted ship.
El_Tonio 14804807

delta_angelfire wrote:

El_Tonio wrote:

Two question about the following flagship upgrade. The FAQ says:

How exactly does the Independent Flagship that grants a "2nd Action listed on its Action Bar as free Action this round" work?

The Independent Flagship can only grant the free Action to a ship that has already performed exactly 1 Action (of any kind) during that round. The free Action must be from the target ship's Action Bar.


So, can a ship with Picard or Gul Dukat could not get a third action from this card? I could see this happening for two reasons.

First, I could perform the ships action, then take the free action from the flagship card since I've only taken one action so far, then take the Picard or Gul Dukat action. Order of operations is important here.

Second, if you put either Picard or Gul Dukat on a ship that does not have battle stations (for example). Then, if I take a battles stations action with their special ability, I am not taking a ship that is in the ships action bar with their special ability.



A ship only gets the opportunity to perform actions during its perform actions step or when specifically granted by another ability. Since the Flagship Action can only be granted after the flagship moves (i.e., during ITS activation) you are obviously no longer in the "perform actions step" for the targetted ship.


I see, great explanation!

So, what if this flagship has Captain Martok on it? Could it take its regular action during it's turn, then do the free action as part of flagship (since it has only done one action so far), and then the free action as part of Martok which does not have a similar restriction?

delta_angelfire 14804925
Since both happen "after you move" and its been established than you can activate abilities that trigger simultaneously in the order of your choosing, this should indeed be a perfectly valid tactic.
anthropos95 14805365
Looked around couldn't find an answer for this one:

Can a generic bird-of-prey activate a projected stasis field?

Illyth 14805495

anthropos95 wrote:

Looked around couldn't find an answer for this one:

Can a generic bird-of-prey activate a projected stasis field?



There are currently three ships out (with a fourth sadly not QUITE with us yet) that are called a "bird of prey," but I can probably assume you mean the generic Praetus?

If so, then I believe you can. When an action states that you must "disable all remaining shields," it doesn't require that you have any available. The major exception being cloaking, or anything that actually refers to a specific number of shields to disable (i.e. Scotty or the Equinox).
jiffk 14805637

Andrew Parks wrote:

willmorell wrote:

Command Tokens and the Romulan Pilot both say to "place a Scan token beside the ship as a free action." Does this wording difference mean that it is different to the Scan action and could potentially result in multiple scan tokens beside a ship and/or multiple Romulan Pilot activations in a turn?

Second question if you can have multiple scan tokens:
Can you spend multiple scan tokens to Long-Range Tachyon scan for -2 defense dice each?


Command Tokens are a bit different in that they are effectively giving you that type of Action as a free Action.

Romulan Pilot is indeed different than a Scan Action.

For Tachyon Scan, I believe so, but if you quote the text it would help me confirm.


I think this needs a second take, if the wording is the same how can the ruling/effect be different?
Kolat 14805836
When two ships have the same captain skill and the ship with initiative causes the ship that fires at the same time to suffer a crit that is Stunned Helmsman, does the ship without initiative get to shoot that turn because the attack is technically at the same time or does the stunned helmsman stop that attack?

Stunned Helmsman:

The next time you attack do not roll any attack dice.

Then flip this card face down.
jonnyd76 14807130

Kolat wrote:

When two ships have the same captain skill and the ship with initiative causes the ship that fires at the same time to suffer a crit that is Stunned Helmsman, does the ship without initiative get to shoot that turn because the attack is technically at the same time or does the stunned helmsman stop that attack?

Stunned Helmsman:

The next time you attack do not roll any attack dice.

Then flip this card face down.


The stunned helmsman would stop the rolling of dice, as all crits are applied before the simultaneous attack gets to happen.
davedujour 14807981

El_Tonio wrote:

davedujour wrote:

El_Tonio wrote:

A couple of question about interphase generator.

1. Can you have more than one on a ship if it has two tech upgrade slots?

2. The FAQ says:

When precisely does the text on the Interphase Generator activate?

The Interphase Generator takes effect during Step 7 of the Combat Phase (Deal Damage). The [Hit] symbol should have been replaced with the word "damage." This damage cannot be cancelled by an Evade result.


Just to confirm, the phrase "Evade result" is referring to what is rolled on the dice... it can still be canceled by an evasive maneuvers token, correct?

And, if you don't have an evasive maneuvers token, you take a max of 1 damage regardless of what you roll on your defense dice, correct?


1. Yes.

2. No, an Evasive Maneuvers token gets spent during Step 5, Modify Defense Dice as stated specifically in the rule book. The Interphase Generator takes effect during Step 7, so the chance to use those tokens has past.


Thanks! So, just to confirm, you always take 1 damage when you use interphase generator, or is there some way to avoid that one damage?


I'm not aware of a way to not take 1 damage from an Interphase Generator at this time.
delta_angelfire 14809463

jiffk wrote:

Andrew Parks wrote:

willmorell wrote:

Command Tokens and the Romulan Pilot both say to "place a Scan token beside the ship as a free action." Does this wording difference mean that it is different to the Scan action and could potentially result in multiple scan tokens beside a ship and/or multiple Romulan Pilot activations in a turn?

Second question if you can have multiple scan tokens:
Can you spend multiple scan tokens to Long-Range Tachyon scan for -2 defense dice each?


Command Tokens are a bit different in that they are effectively giving you that type of Action as a free Action.

Romulan Pilot is indeed different than a Scan Action.

For Tachyon Scan, I believe so, but if you quote the text it would help me confirm.


I think this needs a second take, if the wording is the same how can the ruling/effect be different?


Command tokens were errata'd. The Action granting tokens now grant the appropriate action of that type. http://boardgamegeek.com/article/14303825#14303825
El_Tonio 14814495
Let's say you are flying the IKS Ch'tang (which let's you reroll as many attack dice as you want) with Boheeka (which lets you convert a blank result to a hit if you have a battle stations token) and Antimatter Mines.

If I am able to drop the Antimatter Mines on two or more ships at the same time, (1) would Ch'tang allow me to reroll BOTH/ALL attacks and (2) would Boheeka allow me to convert a blank to a hit for BOTH/ALL attacks?
swingk2121 14814899

El_Tonio wrote:

Let's say you are flying the IKS Ch'tang (which let's you reroll as many attack dice as you want) with Boheeka (which lets you convert a blank result to a hit if you have a battle stations token) and Antimatter Mines.

If I am able to drop the Antimatter Mines on two or more ships at the same time, (1) would Ch'tang allow me to reroll BOTH/ALL attacks and (2) would Boheeka allow me to convert a blank to a hit for BOTH/ALL attacks?


Yes to both questions. As each attack is done separately and both are passive traits they would both be checked during the attack.

Boheeka "if your ship has a (battlestations symbol) token beside it when you attack, you may convert 1 blank result into 1 (hit symbol) result."

IKS Ch'tang "if you initiate an attack while cloaked, you may choose any number of your attack dice and re-roll them once."
Andrew Parks 14815335

DonMegel wrote:

Since Wave 3 is delayed I would like Andrew to let us know Voyager ' s stats please.


Okay, Mr. Bruce, since you said "please," I'll let you pick one of the 4 main stats on the Voyager and I'll spoil the number.

Andrew
DonMegel 14815340
Thank you Andrew. I would like to know the attack value please.
Andrew Parks 14815506

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4
DonMegel 14816518

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


Thank you

:D
stpitner 14816773

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."
El_Tonio 14818908
On last question as I get ready for all the nasty things folks are going to try to do to me at the Month 5 event later this morning.

Is cloaked mines considered an attack and/or are you ever considered defending against it (either when it is first dropped or later on)?

Specifically, I'm trying to figure out if Interphase Generator would work against cloaked mines given that the card starts "when defending while cloaked".
delta_angelfire 14819014

Andrew Parks wrote:

delta_angelfire wrote:

Andrew Parks wrote:


3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.


Does this imply that you can't use interphase generator against Antimatter mines if you run over an already placed minefield?


Correct.


The same would apply to cloaked mines. There was an earlier ruling that you could defend against them, you were just "defending really badly", but that ruling was changed to the above. Mines like Antimatter Mines are only considered an attack when being dropped directly onto a ship for immediate damage. This is not possible with the Cloaked variety.
delta_angelfire 14819051
1) If I activate Suicide attack, and then activate an effect like Jadzia Dax later in the turn (which says I cannot attack this round), what happens to suicide attack?

2) If I activate Gelnon's ability (which is an attack), can i then activate Jadzia Dax later in the turn?

(Suicide Attack)
"Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship."

El_Tonio 14819515

delta_angelfire wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Andrew Parks wrote:


3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.


Does this imply that you can't use interphase generator against Antimatter mines if you run over an already placed minefield?


Correct.


The same would apply to cloaked mines. There was an earlier ruling that you could defend against them, you were just "defending really badly", but that ruling was changed to the above. Mines like Antimatter Mines are only considered an attack when being dropped directly onto a ship for immediate damage. This is not possible with the Cloaked variety.


Quick follow up... I know you can't use Interphase Generator against antimatter mines or clocked mines after the turn in which they are dropped.

I also know you can use IG against AMM when they are dropped.

But, what is still not clear is if you can use IG against cloaked mines during the turn in which they are dropped.

Sorry if this is clear to others, I'm still not getting it.
delta_angelfire 14819944
there is no difference in cloaked mines between the turn they are dropped and any other turn they are on the board. They always behave the same.
Ender02 14820819

El_Tonio wrote:

delta_angelfire wrote:

Andrew Parks wrote:

delta_angelfire wrote:

Andrew Parks wrote:


3. IG works against AMM when they are dropped on the ship. The ship is technically defending in this circumstance.


Does this imply that you can't use interphase generator against Antimatter mines if you run over an already placed minefield?


Correct.


The same would apply to cloaked mines. There was an earlier ruling that you could defend against them, you were just "defending really badly", but that ruling was changed to the above. Mines like Antimatter Mines are only considered an attack when being dropped directly onto a ship for immediate damage. This is not possible with the Cloaked variety.


Quick follow up... I know you can't use Interphase Generator against antimatter mines or clocked mines after the turn in which they are dropped.

I also know you can use IG against AMM when they are dropped.

But, what is still not clear is if you can use IG against cloaked mines during the turn in which they are dropped.

Sorry if this is clear to others, I'm still not getting it.


It would only apply if they were dropped directly on your ship (as AntiMatter Mines can be). Since Cloaked Mines cannot be placed directly on a ship (or even within range 2 of an enemy ship) the situation can never occur, so the answer is no.
swingk2121 14827049
OP 6 question, can't believe we are here!

1) If I remember correctly for OP 6 any captains or crew beamed over to the station do not get to use actions (ie Scotty can't be use to gain attack dice or repair a shield)? Do their passive abilities still apply like Spock if you took a scan or Benjamin Sisko's reroll.

2) If you destroy the station while opponents crew/captain are on it are they also destroyed or do they go back to their ship (meaning do you remove disables)? Can all this disabled be remove at one time if they beam back over?

3) if you destroy the ship the away team is attached to what happens to the away team (destroyed, stuck on station, can the beam to a different ship)?
Mordaenor 14827089

swingk2121 wrote:

OP 6 question, can't believe we are here!

1) If I remember correctly for OP 6 any captains or crew beamed over to the station do not get to use actions (ie Scotty can't be use to gain attack dice or repair a shield)? Do their passive abilities still apply like Spock if you took a scan or Benjamin Sisko's reroll.

2) If you destroy the station while opponents crew/captain are on it are they also destroyed or do they go back to their ship (meaning do you remove disables)? Can all this disabled be remove at one time if they beam back over?

3) if you destroy the ship the away team is attached to what happens to the away team (destroyed, stuck on station, can the beam to a different ship)?


1) Anyone on the Station is considered "Disabled" so their abilities do not function, even if they passive. The only thing that you can use is the Captain's Skill number.

2) Anyone board on the station dies when it blows up.

3) Crew aboard the station survive if their ship blows up.
swingk2121 14827317

Mordaenor wrote:

swingk2121 wrote:

OP 6 question, can't believe we are here!

1) If I remember correctly for OP 6 any captains or crew beamed over to the station do not get to use actions (ie Scotty can't be use to gain attack dice or repair a shield)? Do their passive abilities still apply like Spock if you took a scan or Benjamin Sisko's reroll.

2) If you destroy the station while opponents crew/captain are on it are they also destroyed or do they go back to their ship (meaning do you remove disables)? Can all this disabled be remove at one time if they beam back over?

3) if you destroy the ship the away team is attached to what happens to the away team (destroyed, stuck on station, can the beam to a different ship)?


1) Anyone on the Station is considered "Disabled" so their abilities do not function, even if they passive. The only thing that you can use is the Captain's Skill number.

2) Anyone board on the station dies when it blows up.

3) Crew aboard the station survive if their ship blows up.


Thank you, I see two of these were answered in OP 1, which I didn't play in so didn't know those. And I see that disable removes ability to use any of the cards text.
chemspock 14828228
After a ship has cloaked and therefore disabled shields, and you fire that round, can you choose at the end phase to not re-enable, say, one shield to allow normal shield coverage without cloak for the activated shields but should they all be destroyed, you could then at an end phase reactivate the one shield in reserve to allow cloaking again in the following turn?
miagel 14828456
The secondary torpedo launcher says you must discard the card and spend a target lock to make an attack. however you can make the attack using the secondary torpedo launcher after you use standard torpedos you don't need to use the target lock. If you use the secondary torpedo launcher in this manner do you still have to discard the card? effectively making it a one shot per game card?
Ender02 14829279

miagel wrote:

The secondary torpedo launcher says you must discard the card and spend a target lock to make an attack. however you can make the attack using the secondary torpedo launcher after you use standard torpedos you don't need to use the target lock. If you use the secondary torpedo launcher in this manner do you still have to discard the card? effectively making it a one shot per game card?


You can spend your lock and discard the secondary torpedoes to make an attack using the card's attack value of 4
OR
You can discard the card and not need the target lock if you fire it after another torpedo that spent the lock at its attack value -1 (so 3 attack).

Either way, nothing removes the discard line from the text, so it is only a one shot weapon.
Magentawolf 14830044

chemspock wrote:

After a ship has cloaked and therefore disabled shields, and you fire that round, can you choose at the end phase to not re-enable, say, one shield to allow normal shield coverage without cloak for the activated shields but should they all be destroyed, you could then at an end phase reactivate the one shield in reserve to allow cloaking again in the following turn?


You either re-enable all shields, or none of them, during the end phase.
AgentJ 14830374
I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.

delta_angelfire 14830475

Andrew Parks wrote:

il postino wrote:

If the Breen Energy Dissapator hits your ship, do you still get to roll your defense on the second attack? The wording seems to say yes as far as me & a friend can see, but when comparing it to what was seen in the show, it seems it shouldn't work.


Yes, you still get to roll defense dice while you have an Energy Dampening Token.


STAW:Energy Dampening Token

This is a game, not the TV Show.
delta_angelfire 14830506
1) If I beam a tribble onto one of the OP5 Orbital Weapon Platforms, does the Platform get the benefits/penalties of the tribble token(s)?

2) If I beam a tribble onto the OP6 Deep Space 9, does it get the benefits/penalties of the tribble token(s)? Can it take the transport tribbles action?

STAW:Tribble Token
1) During the End Phase add 1 Tribble Token to your Ship Card (regardless of the number of Tribble Tokens it already has).

2) If your ship has 1-3 Tribble Tokens, add +1 attack die whenever you attack and +1 defense die whenever you defend. Ignore this rule if your ship includes any Klingon Captains or Crew

3) If your Ship has 4-5 Tribble Tokens, there is no effect.

4) If your ship has 6 or more Tribble Tokens, roll 1 less attack die whenever you attack and 1 less defense die whenever you defend. This penalty is doubled if your ship includes any Klingon Captains or Klingon Crew.

5) Your ship gains the following Action:
Action: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not Cloaked and has no Active Shields. Place any number of your Tribble Tokens beside the target ship's Ship Card. You cannot transfer any Tribble Token that you received this round."
Andrew Parks 14830705

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.
Andrew Parks 14830730

delta_angelfire wrote:

1) If I activate Suicide attack, and then activate an effect like Jadzia Dax later in the turn (which says I cannot attack this round), what happens to suicide attack?

2) If I activate Gelnon's ability (which is an attack), can i then activate Jadzia Dax later in the turn?

(Suicide Attack)
"Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship."



1) In this case, if your ship hits an enemy ship, you blow up but roll no attack dice (i.e. you do as much as you can, but you cannot attack as per Jadzia's text). So in other words, don't do this!

2) Similar to Data, you cannot activate Dax if you have attacked this round.
Andrew Parks 14830758

AgentJ wrote:

I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.



Yes. Take the EDT's effects literally in this case. The EDT's power was scaled for the purposes of game balance.
Andrew Parks 14830769

delta_angelfire wrote:

1) If I beam a tribble onto one of the OP5 Orbital Weapon Platforms, does the Platform get the benefits/penalties of the tribble token(s)?

2) If I beam a tribble onto the OP6 Deep Space 9, does it get the benefits/penalties of the tribble token(s)? Can it take the transport tribbles action?

STAW:Tribble Token
1) During the End Phase add 1 Tribble Token to your Ship Card (regardless of the number of Tribble Tokens it already has).

2) If your ship has 1-3 Tribble Tokens, add +1 attack die whenever you attack and +1 defense die whenever you defend. Ignore this rule if your ship includes any Klingon Captains or Crew

3) If your Ship has 4-5 Tribble Tokens, there is no effect.

4) If your ship has 6 or more Tribble Tokens, roll 1 less attack die whenever you attack and 1 less defense die whenever you defend. This penalty is doubled if your ship includes any Klingon Captains or Klingon Crew.

5) Your ship gains the following Action:
Action: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not Cloaked and has no Active Shields. Place any number of your Tribble Tokens beside the target ship's Ship Card. You cannot transfer any Tribble Token that you received this round."


1. Yes.

2. Yes, it gains the benefits / penalties when it fires during OP6. It does not gain the Tribbles Action during OP 1 & 6, but would gain the Action when using the station during casual play.
AgentJ 14830893

Andrew Parks wrote:

AgentJ wrote:

I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.



Yes. Take the EDT's effects literally in this case. The EDT's power was scaled for the purposes of game balance.


If I take it literally, then the defender doesn't roll defense dice on the second attack, since they would have 0 agility.
Andrew Parks 14830951

AgentJ wrote:

Andrew Parks wrote:

AgentJ wrote:

I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.



Yes. Take the EDT's effects literally in this case. The EDT's power was scaled for the purposes of game balance.


If I take it literally, then the defender doesn't roll defense dice on the second attack, since they would have 0 agility.


I think you and I have a different definition of the word "literally." Nowhere on the Energy Dissipator or EDT reference card does it say that the target ship has a 0 Agility.
Percy0715 14830968

AgentJ wrote:

Andrew Parks wrote:

AgentJ wrote:

I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.



Yes. Take the EDT's effects literally in this case. The EDT's power was scaled for the purposes of game balance.


If I take it literally, then the defender doesn't roll defense dice on the second attack, since they would have 0 agility.


Huh? Where does it say the affected ship has 0 agility in the text? Like Andrew said: take it literally.
AgentJ 14831037

Andrew Parks wrote:

AgentJ wrote:

Andrew Parks wrote:

AgentJ wrote:

I saw there was an answer to this from a random person, but I would like an answer and explanation from Andrew Parks. Thank you.

When using your second attack after the Energy Dissipator, does the defending ship get to roll defense dice? This attack is only shown once, in the DS9 episode "The Changing Face of Evil", and when the Defiant is hit it loses all of it's power and is unable to raise shields or move. Since the defense dice represent the ship's ability to maneuver and avoid damage, how is the defender able to roll defense dice on the second attack after being hit by the EDT?

Energy Dissipator
Attack: Disable this card to perform this attack. If the attack hits, the target ship suffers no damage, receives 1 Energy Dampening Token, and you may immediately attack the same ship again with another weapon.



Yes. Take the EDT's effects literally in this case. The EDT's power was scaled for the purposes of game balance.


If I take it literally, then the defender doesn't roll defense dice on the second attack, since they would have 0 agility.


I think you and I have a different definition of the word "literally." Nowhere on the Energy Dissipator or EDT reference card does it say that the target ship has a 0 Agility.


When I mean taking it literally, I mean from the source material of the episode from where this weapon made an appearance, since no where on the Energy Dissipator or EDT reference card does it say whether the defender does or does not roll defense dice for the second attack. If it was discovered during beta that it needed to be changed for balance, why was that part omitted?
Percy0715 14831074

AgentJ wrote:


When I mean taking it literally, I mean from the source material of the episode from where this weapon made an appearance, since no where on the Energy Dissipator or EDT reference card does it say whether the defender does or does not roll defense dice for the second attack. If it was discovered during beta that it needed to be changed for balance, why was that part omitted?


Card text can modify the game rules.

The rules clearly state that defending ships roll defence dice based on agility. Since the EDT reference card doesn't state otherwise, you follow the rules of the game.

Imagine if every card needed to restate every game rule that applied.
Percy0715 14831112

AgentJ wrote:



When I mean taking it literally, I mean from the source material of the episode from where this weapon made an appearance...


Oh! You mean the part of that episode when Sisko was just about to roll defence dice, but realized the Defiant had it's agility modified to 0 because he misinterpreted the ED's effect and then argued with Rick Berman about it?

Missed that part of the show. Must have been in the deleted scenes on the DVDs.
AgentJ 14831167

Percy0715 wrote:

AgentJ wrote:



When I mean taking it literally, I mean from the source material of the episode from where this weapon made an appearance...


Oh! You mean the part of that episode when Sisko was just about to roll defence dice, but realized the Defiant had it's agility modified to 0 because he misinterpreted the ED's effect and then argued with Rick Berman about it?

Missed that part of the show. Must have been in the deleted scenes on the DVDs.


I think it was actually Miles O'Brien that was going to roll the defense dice, but got distracted by all the pretty lights. So no defense dice were actually rolled, and while he was looking through the FAQ, the Gor Portas blew up the Defiant.
Godzillafreak01 14831932
Hey Andrew,

I'm sure this was answered in another question, but I had one more question on Antimatter Mines: The FAQ says cards like Spock can trigger the turn I drop the mines on a ship, so my question is...

Do cards like Dimitri trigger as well if I have a scan token next to my ship?

Thanks a ton!

Drew
Magentawolf 14834086

Godzillafreak01 wrote:

Hey Andrew,

I'm sure this was answered in another question, but I had one more question on Antimatter Mines: The FAQ says cards like Spock can trigger the turn I drop the mines on a ship, so my question is...

Do cards like Dimitri trigger as well if I have a scan token next to my ship?

Thanks a ton!

Drew


Dimitri has the same trigger as Spock, so yes.
Lwrnld 14834219
HI,
Dunno if this has ben answered in another post but i was wondering if its possible.

In OP3 you forgo an attack to attack on the planet. Does that mean that with the use of "once more unto the breach" you can give up one attack to attack the planet and then use your second to attack the planet/another ship? If so then does this also apply for things like missile launchers, forward wepaons grid etc?

Am asking as my local FLGS is running its OP3 on wednesday evening and i'm trying to come up with a fleet that fits into the AOSF and yet gives me a chance of taking the planet as well.
DonMegel 14835336
Andrew, is the op6 ds9 token the same size as the op1 ds9 token?
Novacat 14835365

Lwrnld wrote:

HI,
Dunno if this has ben answered in another post but i was wondering if its possible.

In OP3 you forgo an attack to attack on the planet. Does that mean that with the use of "once more unto the breach" you can give up one attack to attack the planet and then use your second to attack the planet/another ship? If so then does this also apply for things like missile launchers, forward wepaons grid etc?

Am asking as my local FLGS is running its OP3 on wednesday evening and i'm trying to come up with a fleet that fits into the AOSF and yet gives me a chance of taking the planet as well.

No. Once More Unto the Breech specifies that the two attacks must be with your primary weapon. You cannot substitute either attack for activity on the planet. Similarly, secondary weapons that allow two attacks also dictate the terms of those attacks, and they cannot be substituted for other attacks.

Fighting on the planet effectively costs your ship the ability to attack at all that round.
swingk2121 14836628

DonMegel wrote:

Andrew, is the op6 ds9 token the same size as the op1 ds9 token?


Its that same token. If you look at the picture on the OP 6 guide you will see its that same disc.
Skyguard 14838600
If I put a flagship on the normal U.S.S. Enterprise, would it's ship ability allow it to also get the free action from flagship's bonus while having a Auxiliary Power token? Both are action bar actions, but the Enterprise wording does say an action implying 1 action.


U.S.S. Enterprise
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."

Flagship
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.
prydain 14841934
Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”
Mordaenor 14842463

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.
Cassiel33 14845007
A couple questions:

1. Can the commendation token be used to re-roll a Warp Core Breach die roll?

... A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their attack or defense dice. ...


2. In OP5, who decides the order in which the OWPs fire? There can a circumstance where it's the difference between an OWP firing on a ship or not. Or really maybe the question is: what happens when an OWP destroys a ship? Do the other OWPs recalculate closest ship? If yes, then firing order matters.

Cassiel33 14845011
Not a question but an observation... unless there's a new super-secret search method for this thread, the tried and true "use the printer-friendly version and search the page" no longer works. It seems to stop mid-November and not display all posts.

Also, the STAW: Searchable FAQ page doesn't appear to include all posts. So, what's a poor geek to do?
rtsuk 14845046
Since you are a Mac Space Dock using geek you can open up the FAQ window, hit refresh and search to your heart's content.

I've updated the ones on the Space Dock website as well for everyone else.
dstair2002 14847175
Hi Andrew

I know that you already gave us the Attack Value of Voyager
what is its total cost for Voyager please. Its my Fav Star Trek Show.



swingk2121 14847209
Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.
Magentawolf 14847262

Cassiel33 wrote:

A couple questions:

1. Can the commendation token be used to re-roll a Warp Core Breach die roll?

... A Commendation Award Token may be spent during any one of that month’s Battle Rounds to re-roll any 1 of their attack or defense dice. ...




Given that Sisko has the same wording, and can, I would have to say 'yes'.
davedujour 14847529

Cassiel33 wrote:

Not a question but an observation... unless there's a new super-secret search method for this thread, the tried and true "use the printer-friendly version and search the page" no longer works. It seems to stop mid-November and not display all posts.

Also, the STAW: Searchable FAQ page doesn't appear to include all posts. So, what's a poor geek to do?


Use the STAW: wiki.
H00D4M4N 14847674

swingk2121 wrote:

Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.


It says right on the Month 5 scenario sheet that ships are placed first as per normal setup rules, then in turn the OWPs are placed.
davedujour 14847900

H00D4M4N wrote:

swingk2121 wrote:

Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.


It says right on the Month 5 scenario sheet that ships are placed first as per normal setup rules, then in turn the OWPs are placed.


I don't see any mentions of ships:

OP5:
"Players set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play)."

Page 6 of the Rule book is a diagram of the play area. It doesn't mention when to place ships. That's actually on page 5.
swingk2121 14848142

davedujour wrote:

H00D4M4N wrote:

swingk2121 wrote:

Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.


It says right on the Month 5 scenario sheet that ships are placed first as per normal setup rules, then in turn the OWPs are placed.


I don't see any mentions of ships:

OP5:
"Players set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play)."

Page 6 of the Rule book is a diagram of the play area. It doesn't mention when to place ships. That's actually on page 5.


Thank you Dave for understanding what I was saying. I've been arguing this on another forum. It's explaining that unlike OP6 which states you follow a three player set up model OP5 is a two player. So each player sets up across from one another then places mines in the center, 12 inches (basically range 3) from each players starting edge and 4 inches (roughly range 1) from each other.

Question left is does it follow normal sequence of play where players with lower initiative then places ships or are they supposed to be placed prior to the mines like others are arguing. This is why the name Andrew was placed in the original FAQ post but that's okay I realize people only read about every other word before making there stance heard!
davedujour 14848191

swingk2121 wrote:

davedujour wrote:

H00D4M4N wrote:

swingk2121 wrote:

Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.


It says right on the Month 5 scenario sheet that ships are placed first as per normal setup rules, then in turn the OWPs are placed.


I don't see any mentions of ships:

OP5:
"Players set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play)."

Page 6 of the Rule book is a diagram of the play area. It doesn't mention when to place ships. That's actually on page 5.


Thank you Dave for understanding what I was saying. I've been arguing this on another forum. It's explaining that unlike OP6 which states you follow a three player set up model OP5 is a two player. So each player sets up across from on another then place mines in the center 12 inches (basically range 3) from each players starting edge and 4 inches (roughly range 1) from each other.

Question left is does it follow normal sequence of player where player with lower initiative then places ships or are they supposed to be placed prior to the mines like others are arguing. This is why the name Andrew was placed in the original FAQ post but that's okay I realize people only read about every other word before making there stance heard!


Personally I think all the ships should be placed before the mines are placed, but that is unclear. Placing the ships first will mix things up nicely from every other month where the terrain was placed first & then the ships are placed based on that setup.
Andrew Parks 14848232

Skyguard wrote:

If I put a flagship on the normal U.S.S. Enterprise, would it's ship ability allow it to also get the free action from flagship's bonus while having a Auxiliary Power token? Both are action bar actions, but the Enterprise wording does say an action implying 1 action.


U.S.S. Enterprise
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."

Flagship
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.


Yes.
Andrew Parks 14848356

davedujour wrote:

swingk2121 wrote:

davedujour wrote:

H00D4M4N wrote:

swingk2121 wrote:

Recent forum discussion has developed a question for OP5 although it doesn't matter to me as both stores I played at have already completed OP5 some people have said the ships must be placed before OWP? I and the 40 other people between two OPs all seemed to agree that when it says set up using the 2 player rules on page 6 to mean how the field of play is laid out, but does that also mean ships are supposed to be placed before OWP?

So question again; when do ships get placed for OP5 before or after OWP's?

Thank you Andrew for all your time in answering our questions.


It says right on the Month 5 scenario sheet that ships are placed first as per normal setup rules, then in turn the OWPs are placed.


I don't see any mentions of ships:

OP5:
"Players set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play)."

Page 6 of the Rule book is a diagram of the play area. It doesn't mention when to place ships. That's actually on page 5.


Thank you Dave for understanding what I was saying. I've been arguing this on another forum. It's explaining that unlike OP6 which states you follow a three player set up model OP5 is a two player. So each player sets up across from on another then place mines in the center 12 inches (basically range 3) from each players starting edge and 4 inches (roughly range 1) from each other.

Question left is does it follow normal sequence of player where player with lower initiative then places ships or are they supposed to be placed prior to the mines like others are arguing. This is why the name Andrew was placed in the original FAQ post but that's okay I realize people only read about every other word before making there stance heard!


Personally I think all the ships should be placed before the mines are placed, but that is unclear. Placing the ships first will mix things up nicely from every other month where the terrain was placed first & then the ships are placed based on that setup.


I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.

Andrew
Magentawolf 14848447

Andrew Parks wrote:



I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.

Andrew


In the other OPs (Like month 2), it tells you to place the terrain, and then set up. In this OP, it tells you to set up, and then place the OWPs.

So, if it's supposed to work as 'usual', then it's a failure in the documentation.
the_triangle_man 14848578

Andrew Parks wrote:

I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.

Andrew

Andrew, thanks for checking into this and the continued support, but this ruling is contrary to what many of us thought was pretty clear.

The OP5 Special Rules state:
*Set up as per the rules
*Place OWPs
*Place tokens on OWPs
These instructions are all bullet pointed at the same hierarchy and are listed in that order, leading me to believe that OWPs are placed after normal setup, which obviously includes ships. I would never fault someone for asking a question, but frankly, I thought this is one that did not need to be asked because it seemed so absolutely clear, but as it turns out, I am very wrong. What did I overlook, please?
H00D4M4N 14848662

Magentawolf wrote:

Andrew Parks wrote:



I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.

Andrew


In the other OPs (Like month 2), it tells you to place the terrain, and then set up. In this OP, it tells you to set up, and then place the OWPs.

So, if it's supposed to work as 'usual', then it's a failure in the documentation.


Yep. There really isn't anything "unclear" in the Month 5 OP5 sheet. The first bullet says to setup normally (i.e. placing ships). The next bullet says players place the OWPs. One clearly comes before the other. However, this sheet has now been errata'd to place OWPs first.
delta_angelfire 14848770
As usual the only failure in communication here is the one side which is trying to badger Andrew without actually QUOTING THE RULES.

Here are some exmples, with the setup portion BOLDED:

OP1 wrote:


Place the Bajoran Wormhole Token in the NE corner of the playing area, so that it touches both the N and E sides.
 Place the DS9 Token in the SW corner of the playing area, so that it touches both the S and W sides, with 1 of its Pylons facing the SW corner. The Independent Nor-class Space Station side should be face up.
 Then in turn, starting with the highest ranked player, each player places one of the Self-replicating Minefield tokens in the playing
area with the following limitations:
The Minefield Tokens may not be placed within 4” of any edge of the playing area or any other token. In addition, they may not be
placed within 8” of the DS9 Token. Players continue placing these Tokens until all of them have been placed.
After the map elements are set up, players then set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play) with the following exceptions : Player 1 sets up on one edge of the playing area (N) in a 4” x 12” area, exactly 4” from the NW corner and player 2 sets up on one edge of the playing area (E) in a 4” x 12” area, exactly 4” from the SE corner


OP2 wrote:


Place the Planet Token in the center of the playing area. Place the 4 Orbital Weapon Platforms to the N, S, E and W of the Planet Token, with exactly 4” between the edges of the OWP and the Planet Token.

In turn, starting with the highest ranked player, each player places 1 Debris Token in the playing area with the following limitation: Players may not place a Debris Token within 4” of any other Token or the edge of the playing area. Players continue placing these Tokens in this manner until all of them have been placed.

Then, players set up using the Standard 2-Player Rules (see page 6 of the Full Rules of Play)


OP5 wrote:


Players set up using the Standard 2 Player Rules (see page 6 of the Full
Rules of Play).


In turn, starting with the highest ranked player, each player places one of the 6 Orbital Weapon Platform Tokens (OWP) anywhere in the playing area with the following limitations: No OWP may be placed within 4” of any other OWP or within 12” of either player’s starting edge.

Then place 1 Mission Token on top of each OWP


Now see, how hard was that? Why don't you stop trying to manipulate the rules into your own wrong way of thinking and give the real designer all the information from the start?
Skyguard 14848789

Andrew Parks wrote:

I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.


Agreed with the other this ruling doesn't track for me, as I've looked through all of the other OPs rules and unlike the others OP5 list in the first bullet Players set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play) then goes on to tell you to place the OWPs, then place a mission token on each OWPs.

Why would I jump to bullet 2 before preforming bullet 1?

[q=OP5 page 1 SETUP]
Players set up using the Standard 2
Player Rules (see page 6 of the Full
Rules of Play).

In turn, starting with the highest ranked
player, each player places one of the 6
Orbital Weapon Platform Tokens (OWP)
anywhere in the playing area with the
following limitations: No OWP may be
placed within 4” of any other OWP or
within 12” of either player’s starting
edge.

Then place 1 Mission Token on top of
each OWP.

rtsuk 14848870

Andrew Parks wrote:


I just asked Chris G. about this, and he said that, similar to the other OPs, you set up the terrain first, and then place ships.


That's too bad, after practicing both ways I think it's more interesting to play when the OWPs are set up second.
LoneWolfPR 14849350
Sorry if this has been asked. Couldn't find a good search phrase to return a result. With the United Force admiral's order if you want the 10 points are you required to use all 10 points? The wording makes it sound like you must use it all or nothing to me. Could I, for example, use them on 3 romulan tactical officers amounting to 9 points, and just leave the 1 point unused?
BruinGirl 14849454
I'm confused: on page 20 of the rule book it says, "While an Upgrade Card is disabled, a player cannot use its card text."

I understand the player cannot use its card text, but why can't the crew member be beamed aboard DS9? When they get beamed over, they still have their disabled card (now 2 cards I guess). If they get beamed back to the ship, the Upgrade card would still have a disabled card.

I'm also wondering where it says you can't have two disabled tokens on a card? I've seen it before I think...

Mr Parks, can you please answer. Thank you so much!


Sorry, I am new to this FAQ. Great game!


Mordaenor wrote:

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.
fastback64 14849559
You know what people? Try being democratic about it. We had twelve players, who were not trying to break the game, read the set up rules and come to a mutual decision. (Setup as per page page 6 THEN do the OWPs). Now if we had come to the other conclusion we would have played it differently.

Bottom line: its a game. As long as the players agree, there should be no problem.



Mordaenor 14849610

BruinGirl wrote:

I'm confused: on page 20 of the rule book it says, "While an Upgrade Card is disabled, a player cannot use its card text."

I understand the player cannot use its card text, but why can't the crew member be beamed aboard DS9? When they get beamed over, they still have their disabled card (now 2 cards I guess). If they get beamed back to the ship, the Upgrade card would still have a disabled card.

I'm also wondering where it says you can't have two disabled tokens on a card? I've seen it before I think...

Mr Parks, can you please answer. Thank you so much!


Sorry, I am new to this FAQ. Great game!


Mordaenor wrote:

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.


Welcome to the FAQ, you'll learn to love it and hate it at the same time. :-D

You'll notice that Andrew Parks gave my answer a thumbs up. Whenever you see that next to a post, he's saying "Yes, this answer is correct."

He noted in the attached post that a Disabled upgrade can't be Disabled again, and Away Team members are considered Disabled.

http://www.boardgamegeek.com/article/14830896#14830896
BruinGirl 14849702
Thank you Scooter for your comments.

By the way, does anyone know if the prizes for the Ops will ever be sold for retail? I would like to buy the B'Rel but its going for an insane amount on Ebay!

I also want to see if the DS9 grand prize will ever be sold?

Thank you!

Mordaenor wrote:

BruinGirl wrote:

I'm confused: on page 20 of the rule book it says, "While an Upgrade Card is disabled, a player cannot use its card text."

I understand the player cannot use its card text, but why can't the crew member be beamed aboard DS9? When they get beamed over, they still have their disabled card (now 2 cards I guess). If they get beamed back to the ship, the Upgrade card would still have a disabled card.

I'm also wondering where it says you can't have two disabled tokens on a card? I've seen it before I think...

Mr Parks, can you please answer. Thank you so much!


Sorry, I am new to this FAQ. Great game!


Mordaenor wrote:

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.


Welcome to the FAQ, you'll learn to love it and hate it at the same time. :-D

You'll notice that Andrew Parks gave my answer a thumbs up. Whenever you see that next to a post, he's saying "Yes, this answer is correct."

He noted in the attached post that a Disabled upgrade can't be Disabled again, and Away Team members are considered Disabled.

http://www.boardgamegeek.com/article/14830896#14830896
Mordaenor 14849812

BruinGirl wrote:

By the way, does anyone know if the prizes for the Ops will ever be sold for retail? I would like to buy the B'Rel but its going for an insane amount on Ebay!

I also want to see if the DS9 grand prize will ever be sold?

There's been a LOT of speculation, but nothing official. I wouldn't expect any announcements any time soon.
H00D4M4N 14850204

BruinGirl wrote:

Thank you Scooter for your comments.

By the way, does anyone know if the prizes for the Ops will ever be sold for retail? I would like to buy the B'Rel but its going for an insane amount on Ebay!

I also want to see if the DS9 grand prize will ever be sold?

Thank you!

Mordaenor wrote:

BruinGirl wrote:

I'm confused: on page 20 of the rule book it says, "While an Upgrade Card is disabled, a player cannot use its card text."

I understand the player cannot use its card text, but why can't the crew member be beamed aboard DS9? When they get beamed over, they still have their disabled card (now 2 cards I guess). If they get beamed back to the ship, the Upgrade card would still have a disabled card.

I'm also wondering where it says you can't have two disabled tokens on a card? I've seen it before I think...

Mr Parks, can you please answer. Thank you so much!


Sorry, I am new to this FAQ. Great game!


Mordaenor wrote:

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.


Welcome to the FAQ, you'll learn to love it and hate it at the same time. :-D

You'll notice that Andrew Parks gave my answer a thumbs up. Whenever you see that next to a post, he's saying "Yes, this answer is correct."

He noted in the attached post that a Disabled upgrade can't be Disabled again, and Away Team members are considered Disabled.

http://www.boardgamegeek.com/article/14830896#14830896


Deep Space Nine will supposedly be available at retail for around $100. No word on the ships, though. Highly unlikely, judging from WK's past history. Chang's b'rel is coming in a few months however.
the_triangle_man 14850420

fastback64 wrote:

You know what people? Try being democratic about it. We had twelve players, who were not trying to break the game, read the set up rules and come to a mutual decision. (Setup as per page page 6 THEN do the OWPs). Now if we had come to the other conclusion we would have played it differently.

Bottom line: its a game. As long as the players agree, there should be no problem.

Of course it's a game. As I have said before, during play, a quick discussion, a consult with a TO and / or die roll are the preferred ways to resolve such questions. You can then seek the answer later, so that "game time" is not being wasted. That is what we are doing - we are not in the middle of a game, rather we are seeking the correct, official answer while we are not gaming.
It is worthwhile to note that your group voted to go with what my understanding was, an understanding that I was not unique in having. However, Andrew's latest ruling indicates we were incorrect. I would like to know why in the interest of avoiding such a mistake in future.
delta_angelfire 14850457
And to avoid another double-ruling reversal like with interphase generator
BruinGirl 14850461
Really? Great news about the DS9. How do you know? Is it reliable?

H00D4M4N wrote:

BruinGirl wrote:

Thank you Scooter for your comments.

By the way, does anyone know if the prizes for the Ops will ever be sold for retail? I would like to buy the B'Rel but its going for an insane amount on Ebay!

I also want to see if the DS9 grand prize will ever be sold?

Thank you!

Mordaenor wrote:

BruinGirl wrote:

I'm confused: on page 20 of the rule book it says, "While an Upgrade Card is disabled, a player cannot use its card text."

I understand the player cannot use its card text, but why can't the crew member be beamed aboard DS9? When they get beamed over, they still have their disabled card (now 2 cards I guess). If they get beamed back to the ship, the Upgrade card would still have a disabled card.

I'm also wondering where it says you can't have two disabled tokens on a card? I've seen it before I think...

Mr Parks, can you please answer. Thank you so much!


Sorry, I am new to this FAQ. Great game!


Mordaenor wrote:

prydain wrote:

Hello Friends,

For Op 6, if I have a crew member (such as O'Brien) with a disabled token on him, can he still beam aboard DS9? (He would then have 2 disabled tokens on him)? Is this correct?

Thanks!

Op 6 instructions says:
ACTION:
If your ship is not Cloaked, disable all
of your remaining Shields and then disable your
Captain and
/or any number of your
[Crew]
Upgrades of your choice (place Disabled
Upgrade Tokens on these cards). These cards
are considered to have beamed aboard DS9 as
your “Away Team.”


Cannot have two Disabled Tokens, thus Disabled Crew can't be part of the Away Team.


Welcome to the FAQ, you'll learn to love it and hate it at the same time. :-D

You'll notice that Andrew Parks gave my answer a thumbs up. Whenever you see that next to a post, he's saying "Yes, this answer is correct."

He noted in the attached post that a Disabled upgrade can't be Disabled again, and Away Team members are considered Disabled.

http://www.boardgamegeek.com/article/14830896#14830896


Deep Space Nine will supposedly be available at retail for around $100. No word on the ships, though. Highly unlikely, judging from WK's past history. Chang's b'rel is coming in a few months however.
the_triangle_man 14850496

delta_angelfire wrote:

As usual the only failure in communication here is the one side which is trying to badger Andrew without actually QUOTING THE RULES.

Here are some exmples, with the setup portion BOLDED:

OP1 wrote:


Place the Bajoran Wormhole Token in the NE corner of the playing area, so that it touches both the N and E sides.
 Place the DS9 Token in the SW corner of the playing area, so that it touches both the S and W sides, with 1 of its Pylons facing the SW corner. The Independent Nor-class Space Station side should be face up.
 Then in turn, starting with the highest ranked player, each player places one of the Self-replicating Minefield tokens in the playing
area with the following limitations:
The Minefield Tokens may not be placed within 4” of any edge of the playing area or any other token. In addition, they may not be
placed within 8” of the DS9 Token. Players continue placing these Tokens until all of them have been placed.
After the map elements are set up, players then set up using the Standard 2 Player Rules (see page 6 of the Full Rules of Play) with the following exceptions : Player 1 sets up on one edge of the playing area (N) in a 4” x 12” area, exactly 4” from the NW corner and player 2 sets up on one edge of the playing area (E) in a 4” x 12” area, exactly 4” from the SE corner


OP2 wrote:


Place the Planet Token in the center of the playing area. Place the 4 Orbital Weapon Platforms to the N, S, E and W of the Planet Token, with exactly 4” between the edges of the OWP and the Planet Token.

In turn, starting with the highest ranked player, each player places 1 Debris Token in the playing area with the following limitation: Players may not place a Debris Token within 4” of any other Token or the edge of the playing area. Players continue placing these Tokens in this manner until all of them have been placed.

Then, players set up using the Standard 2-Player Rules (see page 6 of the Full Rules of Play)


OP5 wrote:


Players set up using the Standard 2 Player Rules (see page 6 of the Full
Rules of Play).


In turn, starting with the highest ranked player, each player places one of the 6 Orbital Weapon Platform Tokens (OWP) anywhere in the playing area with the following limitations: No OWP may be placed within 4” of any other OWP or within 12” of either player’s starting edge.

Then place 1 Mission Token on top of each OWP


Now see, how hard was that? Why don't you stop trying to manipulate the rules into your own wrong way of thinking and give the real designer all the information from the start?

And you Gul Sanchez, I am not sure where you are coming from re: this discussion. I am not trying to manipulate anything, I was trying to follow the rules very literally. I do know that you agreed with my reading of the Instructions, that ships are placed first and then OWPs, as written here: http://boardgamegeek.com/article/14831690#14831690
BruinGirl 14850733
Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?
fastback64 14850883

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?


There is a print and play minefield token available in the files section. It has been deemed legal for play.
Novacat 14850894

H00D4M4N wrote:

Deep Space Nine will supposedly be available at retail for around $100.

Source?
Novacat 14850902

fastback64 wrote:

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?


There is a print and play minefield token available in the files section. It has been deemed legal for play.

Also, one of the Wave 3 ships comes with a minefield token, I believe.
the_triangle_man 14850903

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?

The wording on the Admirals Orders have been overtaken by events... they are available again in OP5 at least, but you may only choose one. WizKids has not announced yet if the current or new Orders will be available in OP6 (to my knowledge). I suggest clicking on the "Subscribe" link on the main Star Trek: Attack Wing page so you can see new posts. I say this because anytime WizKids makes an announcement, one of the many fans of this game will notice and share it here.
The mine templates available that I know of are in the Starter and the Apnex pack(Cloaked, yes, but same footprint). Andrew Parks, game co-designer, placed a file here on BGG for the mine template as well.
H00D4M4N 14851016

Novacat wrote:

H00D4M4N wrote:

Deep Space Nine will supposedly be available at retail for around $100.

Source?


Hmm. Can't seem to find it, but it was posted a few months back.
Magentawolf 14851098

the_triangle_man wrote:


The mine templates available that I know of are in the Starter and the Apnex pack(Cloaked, yes, but same footprint). Andrew Parks, game co-designer, placed a file here on BGG for the mine template as well.


There are no templates in the Apnex pack; that's the problem. Currently, they are only available in the Starter Set and the file section here.

The forthcoming Romulan ship will contain two templates, as I remember.
the_triangle_man 14851124

Magentawolf wrote:

the_triangle_man wrote:


The mine templates available that I know of are in the Starter and the Apnex pack(Cloaked, yes, but same footprint). Andrew Parks, game co-designer, placed a file here on BGG for the mine template as well.


There are no templates in the Apnex pack; that's the problem. Currently, they are only available in the Starter Set and the file section here.

The forthcoming Romulan ship will contain two templates, as I remember.

You're right! Oops.
H00D4M4N 14851315

the_triangle_man wrote:

Magentawolf wrote:

the_triangle_man wrote:


The mine templates available that I know of are in the Starter and the Apnex pack(Cloaked, yes, but same footprint). Andrew Parks, game co-designer, placed a file here on BGG for the mine template as well.


There are no templates in the Apnex pack; that's the problem. Currently, they are only available in the Starter Set and the file section here.

The forthcoming Romulan ship will contain two templates, as I remember.

You're right! Oops.


There are no mine templates in the Praetus, either (which is the one that comes with the Cloaked Mines card).
Kengi 14851379
For those looking for the printable minefield token: http://www.boardgamegeek.com/filepage/95331/official-print-a...

And from that page's comments:

Andrew Parks wrote:

You'll be happy to hear the Gal Gath'thong comes with two Mine Tokens! cool
Novacat 14851409

H00D4M4N wrote:

Novacat wrote:

H00D4M4N wrote:

Deep Space Nine will supposedly be available at retail for around $100.

Source?


Hmm. Can't seem to find it, but it was posted a few months back.

My local retailer hasn't mentioned anything about it.
the_triangle_man 14851496

Novacat wrote:

H00D4M4N wrote:

Novacat wrote:

H00D4M4N wrote:

Deep Space Nine will supposedly be available at retail for around $100.

Source?


Hmm. Can't seem to find it, but it was posted a few months back.

My local retailer hasn't mentioned anything about it.

I am not going to track down the thread, sorry, but I recall that the most recent news was that WK was only making one extra DS9 model available to participating stores, but not so that they could sell it.
delta_angelfire 14851552

the_triangle_man wrote:


And you Gul Sanchez, I am not sure where you are coming from re: this discussion. I am not trying to manipulate anything, I was trying to follow the rules very literally. I do know that you agreed with my reading of the Instructions, that ships are placed first and then OWPs, as written here: http://boardgamegeek.com/article/14831690#14831690


My post was targeted swingk, there just happened to be a lot of posts going up between when I started and completed it. I'm totally on your side, old man :-)
the_triangle_man 14851587

delta_angelfire wrote:

the_triangle_man wrote:


And you Gul Sanchez, I am not sure where you are coming from re: this discussion. I am not trying to manipulate anything, I was trying to follow the rules very literally. I do know that you agreed with my reading of the Instructions, that ships are placed first and then OWPs, as written here: http://boardgamegeek.com/article/14831690#14831690


My post was targeted swingk, there just happened to be a lot of posts going up between when I started and completed it. I'm totally on your side, old man :-)

Don't make me execute a Riker Maneuver on you!
Mordaenor 14851789

the_triangle_man wrote:

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?

The wording on the Admirals Orders have been overtaken by events... they are available again in OP5 at least, but you may only choose one. WizKids has not announced yet if the current or new Orders will be available in OP6 (to my knowledge). I suggest clicking on the "Subscribe" link on the main Star Trek: Attack Wing page so you can see new posts. I say this because anytime WizKids makes an announcement, one of the many fans of this game will notice and share it here.


http://wizkidsgames.com/blog/2014/02/03/star-trek-attack-win...

My reading of this WK Update is that they don't intend to release any new Admirals Orders for the Dominion War. They are going to look into them more closely at try to integrate them better into future OPs.




Ender02 14852005

Mordaenor wrote:

the_triangle_man wrote:

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?

The wording on the Admirals Orders have been overtaken by events... they are available again in OP5 at least, but you may only choose one. WizKids has not announced yet if the current or new Orders will be available in OP6 (to my knowledge). I suggest clicking on the "Subscribe" link on the main Star Trek: Attack Wing page so you can see new posts. I say this because anytime WizKids makes an announcement, one of the many fans of this game will notice and share it here.


http://wizkidsgames.com/blog/2014/02/03/star-trek-attack-win...

My reading of this WK Update is that they don't intend to release any new Admirals Orders for the Dominion War. They are going to look into them more closely at try to integrate them better into future OPs.



Yeah, they posted a thing saying that stores were welcome to continue using the existing ones as an optional rule for the rest of the OP with a limit of one per fleet. A big thing that a lot of people seem to miss is that they are optional and it is up to your venue to allow them or not. They do not have to let you use them. I know our local place used them for January, but is not using them for month 5 and 6.
stevecorby 14852046

the_triangle_man wrote:

Novacat wrote:

H00D4M4N wrote:

Novacat wrote:

H00D4M4N wrote:

Deep Space Nine will supposedly be available at retail for around $100.

Source?


Hmm. Can't seem to find it, but it was posted a few months back.

My local retailer hasn't mentioned anything about it.

I am not going to track down the thread, sorry, but I recall that the most recent news was that WK was only making one extra DS9 model available to participating stores, but not so that they could sell it.


I own an FLGS. Alliance took pre-orders for DS9 figures several months ago, but closed them very quickly as I assume they had a limited number. We ordered several. They are due to ship next month I believe. As for price, I believe our wholesale price is almost $100. So retail should be a bit more than you might like.
Mordaenor 14853006
Can Captain and Crew from the Reinforcements Sideboard fill vacancies left by an Away Team?

I.E. if I beam Picard and Spock on to DS9 from the Enterprise, can I then pull Kirk and Data from the Sideboard and put them ON said Enterprise?

I would not think this was legal, but it might be.
dstair2002 14853209
comes with 2 minefield
swingk2121 14855183

BruinGirl wrote:

Are there going to be Admiral orders for Op 6?

I imagine it will be new ones, since each Admiral orders are for that month?

Sorry if this is off topic- but, why did they only give us one cloak mine token?? Where do I buy more cloak mine tokens? Are they going to include more mine tokens in the expansions?


You can print them as there is a PDF on BGG http://boardgamegeek.com/filepage/95331/official-print-and-p...

Or you can purchase a second starter.

The final option is to purchase the new wave 3 Romulan Gal Gath'thong which I believe is supposed to have two tokens inside
swingk2121 14855239

delta_angelfire wrote:

the_triangle_man wrote:


And you Gul Sanchez, I am not sure where you are coming from re: this discussion. I am not trying to manipulate anything, I was trying to follow the rules very literally. I do know that you agreed with my reading of the Instructions, that ships are placed first and then OWPs, as written here: http://boardgamegeek.com/article/14831690#14831690


My post was targeted swingk, there just happened to be a lot of posts going up between when I started and completed it. I'm totally on your side, old man :-)


I am sorry if I have upset you Will Sanchez (delta_angelfire). I don't know what I did to offend you. I believe we are all adults or respectful of other players using this resource.

Please forgive anything I did to offend you in a way you feel you need to target me.
Andrew Parks 14855743

LoneWolfPR wrote:

Sorry if this has been asked. Couldn't find a good search phrase to return a result. With the United Force admiral's order if you want the 10 points are you required to use all 10 points? The wording makes it sound like you must use it all or nothing to me. Could I, for example, use them on 3 romulan tactical officers amounting to 9 points, and just leave the 1 point unused?


You are not required to use all 10 points.
Andrew Parks 14855814

Mordaenor wrote:

Can Captain and Crew from the Reinforcements Sideboard fill vacancies left by an Away Team?

I.E. if I beam Picard and Spock on to DS9 from the Enterprise, can I then pull Kirk and Data from the Sideboard and put them ON said Enterprise?

I would not think this was legal, but it might be.


No seat warmers allowed! Picard and Spock would not be happy.
BruinGirl 14859084
Hi Andrew!

For Op6: So I am assuming even if Picard and Spock dies on DS9 (either in a gunfight or if the whole station blows up), we CANNOT replace them with crew on the Reinforcement Sideboard.

"Reinforcement Sideboard cannot be used to replace crew members/captains lost on DS9".

Is this correct?






Andrew Parks wrote:

Mordaenor wrote:

Can Captain and Crew from the Reinforcements Sideboard fill vacancies left by an Away Team?

I.E. if I beam Picard and Spock on to DS9 from the Enterprise, can I then pull Kirk and Data from the Sideboard and put them ON said Enterprise?

I would not think this was legal, but it might be.


No seat warmers allowed! Picard and Spock would not be happy.
Magentawolf 14859321

BruinGirl wrote:

Hi Andrew!

For Op6: So I am assuming even if Picard and Spock dies on DS9 (either in a gunfight or if the whole station blows up), we CANNOT replace them with crew on the Reinforcement Sideboard.

"Reinforcement Sideboard cannot be used to replace crew members/captains lost on DS9".

Is this correct?

Andrew Parks wrote:

Mordaenor wrote:

Can Captain and Crew from the Reinforcements Sideboard fill vacancies left by an Away Team?

I.E. if I beam Picard and Spock on to DS9 from the Enterprise, can I then pull Kirk and Data from the Sideboard and put them ON said Enterprise?

I would not think this was legal, but it might be.


No seat warmers allowed! Picard and Spock would not be happy.


If Picard and or Spock were discarded by dying on DS9, then I see no reason why they cannot be replaced.

While they are alive and on an Away Team, they are still considered to be attached to the parent ship for crew and captain limits, which is why you couldn't bring in new members.
hockeyjedi 14859396
Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...
H00D4M4N 14860292
If Kirk has a third talent (i.e. from a flagship), does he still get to put it face down for a cost of 3? And if so, can we please get that added into the FAQ?
Mordaenor 14860598

H00D4M4N wrote:

If Kirk has a third talent (i.e. from a flagship), does he still get to put it face down for a cost of 3? And if so, can we please get that added into the FAQ?


Remember to quote card text when asking questions like this. Specifically Kirk says

"Any Federation (Talent) Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside his card. Each Upgrade remains face down until you decide to use it, and then it is turned face up for the rest of the game."

Given that he does say "Any" talents, I would guess that the extra talent from the Flagship qualifies.
swingk2121 14860701

hockeyjedi wrote:

Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...


Interesting catch. I believe the intent was to mean for each damage that you would take then a crew or Captain upgrade is discarded. The rule book uses the same wording to state a ship is hit when it takes a critical hit or a normal hit. They are both considered hits just one results in additional damage.

But this is just my humble opinion based on reading the rule book. (Bottom of page 15 #7).
BruinGirl 14860737
Wow, this is an important question! I haven't thought about crits... this needs a clear ruling from Mr. Parks!

I guess this would effect any other cards that says a b]Hit[/b?




swingk2121 wrote:

hockeyjedi wrote:

Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...


Interesting ketch. I believe the intent was to mean for each damage that you would take then a crew or Captain upgrade is discarded. The rule book uses the same wording to state a ship is hit when it takes a critical hit or a normal hit. They are both considered hits just one results in additional damage.

But this is just my humble opinion based on reading the rule book. (Bottom of page 15 #7).
Skyguard 14860967

hockeyjedi wrote:

Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...


I just wanted to add the full up wording on this from OP6 for Mr. Parks

OP6
IF BOTH PLAYERS have Away Teams aboard
DS9, then no one controls it and a battle
ensues inside of DS9. At the end of the
Combat Phase, after all ships have made their
attacks, both players’ Away Teams attack each
other.

* The player with the highest Captain Skill on
DS9 rolls 1 attack die for every card that is
in his Away Team; the other player rolls 1
defense die for every card that is in his
Away Team. For every uncanceled [hit]
result, the defending player discards 1
Captain or [Crew] Upgrade of his choice
from his Away Team. After the player with
the higher Captain Skill attacks, the player
with the lower Captain Skill attacks with the
remaining members of his Away Team in
the same way.

* If both players' have the same highest
Captain Skill, then the player with initiative
attacks first; however, any defeated
Captains or Crew may fire back before
being discarded as per the Simultaneous
Attack Rule (see pg 17 of the Rules of Play).
H00D4M4N 14861173
Hit is just hit. Cards such as Antimatter Mines specify both.
Mordaenor 14861229

H00D4M4N wrote:

Hit is just hit. Cards such as Antimatter Mines specify both.


Indeed.

Andrew advised here:

http://www.boardgamegeek.com/article/13347427#13347427

that if a certain icon is not mentioned in any given text, then it doesn't apply, which is why you will often see [HIT] and [CRITICAL] in the same sentence.
delta_angelfire 14861610

H00D4M4N wrote:

If Kirk has a third talent (i.e. from a flagship), does he still get to put it face down for a cost of 3? And if so, can we please get that added into the FAQ?


staw:Flagships
Yes, they do. http://boardgamegeek.com/article/14111740#14111740
bhosp 14862127
Does Gul Danar ("When attacking, you may re-roll 1 blank result.") allow me to reroll a die when his ship makes a Suicide Attack?
Magentawolf 14862933

bhosp wrote:

Does Gul Danar ("When attacking, you may re-roll 1 blank result.") allow me to reroll a die when his ship makes a Suicide Attack?


You are classified as making an attack, so yes. This is an attack that does not follow the usual combat steps, so you cannot spend something like a Battlestations token or a Target Lock, but anything that passively modifies the attack is generally fine.
miagel 14863470
attack pattern omega allows you to apply the warp core breach to a ship if it causes a critical hit by going through the damage card deck and selecting it. how does this work if the card isn't there due to already being applied randomly, by an opponent with their own attack pattern omega card or was simply awarded to mark damage face down?
fastback64 14864017

miagel wrote:

attack pattern omega allows you to apply the warp core breach to a ship if it causes a critical hit by going through the damage card deck and selecting it. how does this work if the card isn't there due to already being applied randomly, by an opponent with their own attack pattern omega card or was simply awarded to mark damage face down?


There's 4 in the deck...If all are in use, that's a hell of a thing. cool
H00D4M4N 14864130

fastback64 wrote:

miagel wrote:

attack pattern omega allows you to apply the warp core breach to a ship if it causes a critical hit by going through the damage card deck and selecting it. how does this work if the card isn't there due to already being applied randomly, by an opponent with their own attack pattern omega card or was simply awarded to mark damage face down?


There's 4 in the deck...If all are in use, that's a hell of a thing. cool


Yeah. Although that poses an interesting question. If a ship has multiple Warp Core Breaches, do you roll for each one?
Andrew Parks 14867690

hockeyjedi wrote:

Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...


That is correct.
Andrew Parks 14867713

BruinGirl wrote:

Wow, this is an important question! I haven't thought about crits... this needs a clear ruling from Mr. Parks!

I guess this would effect any other cards that says a b]Hit[/b?




swingk2121 wrote:

hockeyjedi wrote:

Speaking of Away Teams on DS9...

The rules state that in a fight between away teams on the station, every uncancelled [Hit] (bolded by Wizkids in the rule sheet) result causes a discard of a captain on crew card of the defending player.

I read that quite literally as meaning that [Crits] do not cause a discard.

Am I correct? I have to know because this WILL come up with my players...


Interesting ketch. I believe the intent was to mean for each damage that you would take then a crew or Captain upgrade is discarded. The rule book uses the same wording to state a ship is hit when it takes a critical hit or a normal hit. They are both considered hits just one results in additional damage.

But this is just my humble opinion based on reading the rule book. (Bottom of page 15 #7).


If a card refers to the Hit icon (or if you see OP text that says [Hit]), then it is specifically referring to those 3 pips on the attack die.

If a card refers to a ship "being hit", then that refers to the rulebook which means if the ship receives an uncancelled [Hit] or [Critical Hit] result.
Andrew Parks 14867746

H00D4M4N wrote:

fastback64 wrote:

miagel wrote:

attack pattern omega allows you to apply the warp core breach to a ship if it causes a critical hit by going through the damage card deck and selecting it. how does this work if the card isn't there due to already being applied randomly, by an opponent with their own attack pattern omega card or was simply awarded to mark damage face down?


There's 4 in the deck...If all are in use, that's a hell of a thing. cool


Yeah. Although that poses an interesting question. If a ship has multiple Warp Core Breaches, do you roll for each one?


If there are no Warp Core Breaches left in the deck, then you would shuffle the deck and draw 1 from the top as normal.

And yes, you do roll separately for multiple Warp Core Breaches, although, as the text indicates, if you eject the core once, you are safe from all Warp Core Breaches.

Andrew
capopolar 14869362
If you had two secondary torpedo launchers could you launch more than one after an initial torpedo?
delta_angelfire 14869456

capopolar wrote:

If you had two secondary torpedo launchers could you launch more than one after an initial torpedo?


STAW:Secondary Torpedo Launcher
no
http://boardgamegeek.com/article/14111704#14111704
DrZ327 14873515
I have a question on Concussive Charges, exactly what tokens can they remove?

Cloak, Battlestation, Evade, Scan, etc. of course. EDT and Muon seem possible by why would you? Tribbles? I forget if they go next to the ship or on the card.

Can it remove a Target Lock token? If so, does the matching token on the other ship also get removed or is it just left in limbo?

Do Concussive Charges affect special abilities? We get all these tokens with the ships that are to be used with certain cards (id. the +1 attack dice/-1 defense dice token that says "for use with 5th Wing Patrol Ship" on the back). Are those susceptible to removal by a successful Concussive Charge attack? I've never seen anyone use those tokens and I'm not certain if they are required use or if they are just packed in as a friendly reminder, use is optional.
BruinGirl 14873928
I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.
Schuyler1987 14874032
My understanding of resolution of effects you would use the ability after performing the maneuver not later during the attack phase.
BruinGirl 14874281
I've just discovered the Reinforcement resource. Wow; amazing.

Sorry if this question has been asked already: is it once per turn "per ship" or is it once per turn "one ship only"?

Basically, can reinforcement resource be used once per turn PER SHIP (with each ship using her action to do it).

Powerful resource!

Thanks!


Quote:
2) Once per turn* during the activation phase of any round, a player may use a ship's action to:
a) Equip that ship with one upgrade card from his sideboard. The ship must have an upgrade slot of the appropriate type available to do this.
-OR-
b) Exchange 1 upgrade from his ship with 1 upgrade of the same type from his sideboard.
-OR-
c) Exchange 1 captain card from his ship with 1 captain from his sideboard.
traitorarmor 14874333

BruinGirl wrote:

I've just discovered the Reinforcement resource. Wow; amazing.

Sorry if this question has been asked already: is it once per turn "per ship" or is it once per turn "one ship only"?

Basically, can reinforcement resource be used once per turn PER SHIP (with each ship using her action to do it).

Powerful resource!

Thanks!


Quote:
2) Once per turn* during the activation phase of any round, a player may use a ship's action to:
a) Equip that ship with one upgrade card from his sideboard. The ship must have an upgrade slot of the appropriate type available to do this.
-OR-
b) Exchange 1 upgrade from his ship with 1 upgrade of the same type from his sideboard.
-OR-
c) Exchange 1 captain card from his ship with 1 captain from his sideboard.


Once per turn per Fleet.

And from the first post, here is Andrew touching on it

Andrew Parks wrote:


RESOURCES

8. May I use the Reinforcements Sideboard more than once per game round?

No, you may only access the cards on the Reinforcements Sideboard once during each game round.
jonnyd76 14874921

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.
BruinGirl 14874991
Hi Andrew,

1) Can I do this on the same turn?
A) use a green maneuver.
B) use my action to get Bu'Kah onto my ship with Reinforcement sideboard.
C) discard Bu'Kah and repair two damage(does not require an action). Or do I need to wait another turn to use Bu'Kah?

2) using Bu'Kah, what if the damage on my ship are crits? Do I remove those? For example if I had one hit and one crit damage. Both are removed?

3) if I had three damage- 1 crit and two damage- can I choose to remove one crit and one hit or do I need to remove the 2 hits before the crit damage?




BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.
jonnyd76 14875370

BruinGirl wrote:


Hi Andrew,

1) Can I do this on the same turn?
A) use a green maneuver.
B) use my action to get Bu'Kah onto my ship with Reinforcement sideboard.
C) discard Bu'Kah and repair two damage(does not require an action). Or do I need to wait another turn to use Bu'Kah?

2) using Bu'Kah, what if the damage on my ship are crits? Do I remove those? For example if I had one hit and one crit damage. Both are removed?

3) if I had three damage- 1 crit and two damage- can I choose to remove one crit and one hit or do I need to remove the 2 hits before the crit damage?




BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


1: Bu'Kah is not an "action:", nor an "as a free action". As long as you have met the conditions for discard you may use it on the turn you pull it down with Reinforcement Sideboard.

2. Similar to the wording on Mirok, you may repair hits or crits to your hull: http://boardgamegeek.com/article/13741039#13741039

3. Similar to Mirok, you may choose which damage you heal if you have more than 2.


Here is the ruling on the first page under "General":

16. If one of my own cards requires me to "discard" or "disable" the card in order to activate its special ability, can I choose when to use this card (e.g. Worf (Starter), Uhura, McCoy)?

Yes.
grifta67 14876017
I like the card-specific wiki links that some of you are posting, those could come in handy at OPs for quickly looking up a card issue. I can't seem to find the directory to them though.

Is there an index page that links to the card pages?

Thanks!
-Sean
davedujour 14876145

grifta67 wrote:

I like the card-specific wiki links that some of you are posting, those could come in handy at OPs for quickly looking up a card issue. I can't seem to find the directory to them though.

Is there an index page that links to the card pages?

Thanks!
-Sean


STAW:

Put it in any page like this: [ STAW: ]] but 2 brackets on the left, not just one.
Kengi 14876184
b][STAW:

Like that.

(If you put a bold with nothing in it in between a pair of the opening brackets, it cancels the code call. Handy for showing without the "remove XYZ.")
davedujour 14876376

Kengi wrote:

b][STAW:

Like that.

(If you put a bold with nothing in it in between a pair of the opening brackets, it cancels the code call. Handy for showing without the "remove XYZ.")


Thanks!
BruinGirl 14877288
Wow- if this is true- it makes Bu'Kah very powerful-

So, it means- as long as I used a green maneuver- I can use her text anytime that turn? For example, if two enemy ships are attacking me, I can use her after the first attack (repair two hull) before the second ship attacks?
Is this right? Awesome card!



Thank you everyone! I am glad we have this thread to help answer questions.


1: Bu'Kah is not an "action:", nor an "as a free action". As long as you have met the conditions for discard you may use it on the turn you pull it down with Reinforcement Sideboard.

2. Similar to the wording on Mirok, you may repair hits or crits to your hull: http://boardgamegeek.com/article/13741039#13741039

3. Similar to Mirok, you may choose which damage you heal if you have more than 2.


Here is the ruling on the first page under "General":

16. If one of my own cards requires me to "discard" or "disable" the card in order to activate its special ability, can I choose when to use this card (e.g. Worf (Starter), Uhura, McCoy)?

Yes.
delta_angelfire 14877827
hmm that's a good point. The real question is can it be used to repair a crit before the crit takes effect?
Umbral_necropolitan 14879597

delta_angelfire wrote:

hmm that's a good point. The real question is can it be used to repair a crit before the crit takes effect?
I doubt it, it doesn't prevent the damage. Although repairing the damage prior to suffering the effects seems possible(like warp core breach), just not for those double damage card, lose a secondary weapon, roll to immediately take damage, etc...
prydain 14879820
I agree this is a good question. I would think that the Bu'Kah card would be allowed after each attack (between enemy ships) after the damage cards have been given out.

But I also think the Bu'Kah card will only take place after the text from the crit takes place...

So my thought (based on BruinGirl's scenario) would be:
1) enemy ship attacks and deals damage (including crits).
2) player announces the use of the Bu'Kah card and repairs 2 hull.
3) the 2nd enemy ship attacks.

Does that look right?

We shall see what Andrew says!



delta_angelfire wrote:

hmm that's a good point. The real question is can it be used to repair a crit before the crit takes effect? For example, if two enemy ships are attacking me, I can use her after the first attack (repair two hull) before the second ship attacks?
Is this right?
Magentawolf 14880241

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.
BruinGirl 14880455
I'm sorry- you are right; I quoted that from the Attack Wing Wiki (they had it listed as "perform"; but I just checked the official wizkids page and the card says, "if you performed..." so it seems to me that the card can be used during the combat phase...

I've corrected it on the attack wiki too by the way...

Magentawolf wrote:

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.
Nebachadnezza 14883258
Hi. I'm going to my first OP this month. For OP 5, do the weapon platforms block cloaked mine deployment? If not, do cloaked mines hit the platforms? Also, do weapon platforms get an extra attack die at range 1?

Thanks
davedujour 14883391

Nebachadnezza wrote:

Hi. I'm going to my first OP this month. For OP 5, do the weapon platforms block cloaked mine deployment? If not, do cloaked mines hit the platforms? Also, do weapon platforms get an extra attack die at range 1?

Thanks


Yes, the OWPs are considered "enemy ships". Cloaked Mines must be range 2 away from them. Read the first post, which is the FAQ.
robbknoll 14883626
Hey guys quick question. The USS Enterprise-D gets a crit and draws a Weapons Malfunction (reduce primary weapons value by 1), in its attack phase it uses its cards text to attack a ship out of its normal firing arc (instead of making a normal attack with your primary weapons, you may fire in any direction at range 1-2 with 3 attack dice). Does the Weapons Malfunction reduce the number of attacks from 3 to 2? Is the Enterprise-D still using its primary weapons? We played it as if the Enterprise-D's text was not affected and used its 3 attack dice. Thanks.
jonnyd76 14883745

robbknoll wrote:

Hey guys quick question. The USS Enterprise-D gets a crit and draws a Weapons Malfunction (reduce primary weapons value by 1), in its attack phase it uses its cards text to attack a ship out of its normal firing arc (instead of making a normal attack with your primary weapons, you may fire in any direction at range 1-2 with 3 attack dice). Does the Weapons Malfunction reduce the number of attacks from 3 to 2? Is the Enterprise-D still using its primary weapons? We played it as if the Enterprise-D's text was not affected and used its 3 attack dice. Thanks.


The 360 degree weapon on the Enterprise D is in fact a primary weapon, so it will be affected by this crit, as well as a bonus die from range 1 if applicable.

Edit: It does NOT affect it, forgot the printed value on the Enterprise D card was 3, not the 4 "primary". Sorry for the confusion!


Its under ship cards in the first post of this FAQ:



SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.
Magentawolf 14883814

jonnyd76 wrote:

robbknoll wrote:

Hey guys quick question. The USS Enterprise-D gets a crit and draws a Weapons Malfunction (reduce primary weapons value by 1), in its attack phase it uses its cards text to attack a ship out of its normal firing arc (instead of making a normal attack with your primary weapons, you may fire in any direction at range 1-2 with 3 attack dice). Does the Weapons Malfunction reduce the number of attacks from 3 to 2? Is the Enterprise-D still using its primary weapons? We played it as if the Enterprise-D's text was not affected and used its 3 attack dice. Thanks.


The 360 degree weapon on the Enterprise D is in fact a primary weapon, so it will be affected by this crit, as well as a bonus die from range 1 if applicable.

Its under ship cards in the first post of this FAQ:

SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


No. This will not affect the 360 attack. Just as the additional +1 modification to the Primary Weapon Value from a Flagship does not modify the stated 3 dice used, neither will this penalty.
kemikos 14884071

Magentawolf wrote:

jonnyd76 wrote:

robbknoll wrote:

Hey guys quick question. The USS Enterprise-D gets a crit and draws a Weapons Malfunction (reduce primary weapons value by 1), in its attack phase it uses its cards text to attack a ship out of its normal firing arc (instead of making a normal attack with your primary weapons, you may fire in any direction at range 1-2 with 3 attack dice). Does the Weapons Malfunction reduce the number of attacks from 3 to 2? Is the Enterprise-D still using its primary weapons? We played it as if the Enterprise-D's text was not affected and used its 3 attack dice. Thanks.


The 360 degree weapon on the Enterprise D is in fact a primary weapon, so it will be affected by this crit, as well as a bonus die from range 1 if applicable.

Its under ship cards in the first post of this FAQ:

SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


No. This will not affect the 360 attack. Just as the additional +1 modification to the Primary Weapon Value from a Flagship does not modify the stated 3 dice used, neither will this penalty.


Agreed, because although the 360 special attack is considered a Primary Weapon attack, it does not use the Primary Weapon Value, but rather the specific number of dice (3) in the text of the ability. It's not the same as the Range 1 bonus; the Range bonus is "add +1 attack die" (which does affect the 360 attack), which is not the same as "-1 PWV" (which doesn't).
Andrew Parks 14884643

DrZ327 wrote:

I have a question on Concussive Charges, exactly what tokens can they remove?

Cloak, Battlestation, Evade, Scan, etc. of course. EDT and Muon seem possible by why would you? Tribbles? I forget if they go next to the ship or on the card.

Can it remove a Target Lock token? If so, does the matching token on the other ship also get removed or is it just left in limbo?

Do Concussive Charges affect special abilities? We get all these tokens with the ships that are to be used with certain cards (id. the +1 attack dice/-1 defense dice token that says "for use with 5th Wing Patrol Ship" on the back). Are those susceptible to removal by a successful Concussive Charge attack? I've never seen anyone use those tokens and I'm not certain if they are required use or if they are just packed in as a friendly reminder, use is optional.


They work on all of the standard combat tokens, including Target Lock (which means both corresponding tokens are removed).

They do not work on Effect Tokens, which are simply reminders of special abilities in effect for the rest of the turn.

Andrew
Andrew Parks 14884755

BruinGirl wrote:

I'm sorry- you are right; I quoted that from the Attack Wing Wiki (they had it listed as "perform"; but I just checked the official wizkids page and the card says, "if you performed..." so it seems to me that the card can be used during the combat phase...

I've corrected it on the attack wiki too by the way...

Magentawolf wrote:

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.


Yes, you can use Bu'Kah later in the turn, including during the Combat Phase. Her ship would still suffer any immediate effects of the critical damage (i.e. Direct Hit!), even if you cancelled it immediately afterwards.
delta_angelfire 14885560
If my ship takes lethal damage, and as part of that lethal damage I took an "Injured Captain" crit which suppresses my Cheat death, Can I discard Bu'kah before I am destroyed?
Reklawyad 14889325
Interesting question came up, is there anything preventing the use of ships cards from an LE to be used on the generic template?

Example, the Rav Laerst LE, it uses the same generic ship template as the Gor Portas, so if I just own one Rav Laerst and one Gor Portas, could I use the named ship and the generic from the same set? I don't see a reason why you couldn't, they are the same class ship, just offer different upgrade slots.

Ender02 14889455

Reklawyad wrote:

Interesting question came up, is there anything preventing the use of ships cards from an LE to be used on the generic template?

Example, the Rav Laerst LE, it uses the same generic ship template as the Gor Portas, so if I just own one Rav Laerst and one Gor Portas, could I use the named ship and the generic from the same set? I don't see a reason why you couldn't, they are the same class ship, just offer different upgrade slots.


In home games, you can do whatever you like. A lot of people have Star Trek Tactics Heroclix that they converted over to play with in friendly home games. For OP play, probably not though. It would be up to the venue running the event but as a general rule, print and play and custom ships are frowned upon in OP play. If your venue allows it though, there is nothing to stop you from enjoying it.
blackthorne1978 14889736

Reklawyad wrote:

Interesting question came up, is there anything preventing the use of ships cards from an LE to be used on the generic template?

Example, the Rav Laerst LE, it uses the same generic ship template as the Gor Portas, so if I just own one Rav Laerst and one Gor Portas, could I use the named ship and the generic from the same set? I don't see a reason why you couldn't, they are the same class ship, just offer different upgrade slots.


Why not? All a TO would really care about is do you have the mini and the card. It's highly unlikely they'd care which generic version you use. You're not kitbashing, or using a proxy card or mini, it's all Attack Wing stuff.
stpitner 14891060
I thought for sure that an answer would already be out there on this, but I didn't see it on STAW:Antimatter Mines or STAW:Montgomery Scott

It is already ruled (see STAW:Antimatter Mines that STAW:Montgomery Scott can be used for the initial use of the mines.

However:

1) If I place Antimatter mines and the template touches multiple ships, do all ships get hit?

2) Presuming #1 is yes, do I roll individually against each ship or separately?

If #2 is yes, individual rolls, then I would need to choose where I want to add the dice from Scotty, if both on one attack, 1 on each of the 2 attacks, etc. If no, then it's a single roll of 6 dice against both ships.
JakDamage 1995 14891973
Hi,

Sorry if this is an old question. I've done some research and checking and I couldn't find any satisfactory answer. So here it is.

Why, oh why, are there different damages for the Photon Torpedoes? There's one for the Enterprise that does 5 and one for the Exelsior that does 4. They're from the same era, and as far as I know there was no change in the technology. Besides that, from a gameplay standpoint, there seems to be no reason for the difference.

I realize that there are two different eras at work in the game. I see the logic in having lower damage for earlier era ships, but no reason for lower damage from a ship that came out AFTER the Enterprise, especially when they're using the same device.

Ugh, please help.

J
Illyth 14892597

JakDamage 1995 wrote:

Hi,

Sorry if this is an old question. I've done some research and checking and I couldn't find any satisfactory answer. So here it is.

Why, oh why, are there different damages for the Photon Torpedoes? There's one for the Enterprise that does 5 and one for the Exelsior that does 4. They're from the same era, and as far as I know there was no change in the technology. Besides that, from a gameplay standpoint, there seems to be no reason for the difference.

I realize that there are two different eras at work in the game. I see the logic in having lower damage for earlier era ships, but no reason for lower damage from a ship that came out AFTER the Enterprise, especially when they're using the same device.

Ugh, please help.

J


I think you have your Enterprises confused. NCC-1701-D (from the starter) has 5 dice, NCC-1701 (the "teenyprise" expansion) has 4. The former is a 24th Century ship launched about a hundred years after the latter (which shared the screen with the Excelsior).
jonnyd76 14893611

JakDamage 1995 wrote:

Hi,

Sorry if this is an old question. I've done some research and checking and I couldn't find any satisfactory answer. So here it is.

Why, oh why, are there different damages for the Photon Torpedoes? There's one for the Enterprise that does 5 and one for the Exelsior that does 4. They're from the same era, and as far as I know there was no change in the technology. Besides that, from a gameplay standpoint, there seems to be no reason for the difference.

I realize that there are two different eras at work in the game. I see the logic in having lower damage for earlier era ships, but no reason for lower damage from a ship that came out AFTER the Enterprise, especially when they're using the same device.

Ugh, please help.

J


Also, they are different point values for cost. Depending on what your fleet is doing, you can equip different torpedoes.
blackthorne1978 14894717

JakDamage 1995 wrote:


Why, oh why, are there different damages for the Photon Torpedoes? There's one for the Enterprise that does 5 and one for the Exelsior that does 4. They're from the same era, and as far as I know there was no change in the technology. Besides that, from a gameplay standpoint, there seems to be no reason for the difference.


It's not a matter of technology availability. It's a matter of build cost on the ship. That's a big difference for gameplay, as there's 2 points difference in cost. All the Klingon ones cost the same, but they may work better on different ships. You may want those 2 extra points to get a slightly better crew member on your ship.
Roynaldo 14895305

Andrew Parks wrote:

BruinGirl wrote:

I'm sorry- you are right; I quoted that from the Attack Wing Wiki (they had it listed as "perform"; but I just checked the official wizkids page and the card says, "if you performed..." so it seems to me that the card can be used during the combat phase...

I've corrected it on the attack wiki too by the way...

Magentawolf wrote:

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.


Yes, you can use Bu'Kah later in the turn, including during the Combat Phase. Her ship would still suffer any immediate effects of the critical damage (i.e. Direct Hit!), even if you cancelled it immediately afterwards.


Does the green maneuver have to be your planned maneuver or can it be one granted by the independent flagship or romulan pilot
H00D4M4N 14895586

Roynaldo wrote:

Andrew Parks wrote:

BruinGirl wrote:

I'm sorry- you are right; I quoted that from the Attack Wing Wiki (they had it listed as "perform"; but I just checked the official wizkids page and the card says, "if you performed..." so it seems to me that the card can be used during the combat phase...

I've corrected it on the attack wiki too by the way...

Magentawolf wrote:

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.


Yes, you can use Bu'Kah later in the turn, including during the Combat Phase. Her ship would still suffer any immediate effects of the critical damage (i.e. Direct Hit!), even if you cancelled it immediately afterwards.


Does the green maneuver have to be your planned maneuver or can it be one granted by the independent flagship or romulan pilot


Any green maneuver.
Chance Gardener 14896755

stpitner wrote:

I thought for sure that an answer would already be out there on this, but I didn't see it on STAW:Antimatter Mines or STAW:Montgomery Scott

It is already ruled (see STAW:Antimatter Mines that STAW:Montgomery Scott can be used for the initial use of the mines.

However:

1) If I place Antimatter mines and the template touches multiple ships, do all ships get hit?

2) Presuming #1 is yes, do I roll individually against each ship or separately?

If #2 is yes, individual rolls, then I would need to choose where I want to add the dice from Scotty, if both on one attack, 1 on each of the 2 attacks, etc. If no, then it's a single roll of 6 dice against both ships.


#1) I believe the answer to be yes, any ship base touched by the A/M token is hit

#2) I believe it was ruled that you roll damage for each ship, and if you had activated Scotty, his additional damage were only to be added for just one of the attack rolls, not for all of the attack rolls.
Ender02 14896929

JakDamage 1995 wrote:

Hi,

Sorry if this is an old question. I've done some research and checking and I couldn't find any satisfactory answer. So here it is.

Why, oh why, are there different damages for the Photon Torpedoes? There's one for the Enterprise that does 5 and one for the Exelsior that does 4. They're from the same era, and as far as I know there was no change in the technology. Besides that, from a gameplay standpoint, there seems to be no reason for the difference.

I realize that there are two different eras at work in the game. I see the logic in having lower damage for earlier era ships, but no reason for lower damage from a ship that came out AFTER the Enterprise, especially when they're using the same device.

Ugh, please help.

J

From a lore perspective, torpedos were configured to have various yields in various situations. From a game perspective, it also gives you variable points costs for torpedoes for fleet building.
Magentawolf 14897464

Chance Gardener wrote:



#2) I believe it was ruled that you roll damage for each ship, and if you had activated Scotty, his additional damage were only to be added for just one of the attack rolls, not for all of the attack rolls.


You can choose to add the dice to either roll, or split it up with +1 to both.
Chance Gardener 14897542
Yes, you are correct.
That was the clarification for Mr. Scott's add on.
paulsk 14900115

H00D4M4N wrote:

Roynaldo wrote:

Andrew Parks wrote:

BruinGirl wrote:

I'm sorry- you are right; I quoted that from the Attack Wing Wiki (they had it listed as "perform"; but I just checked the official wizkids page and the card says, "if you performed..." so it seems to me that the card can be used during the combat phase...

I've corrected it on the attack wiki too by the way...

Magentawolf wrote:

jonnyd76 wrote:

BruinGirl wrote:

I have a question regarding the Klingon crew member: Bu'Kah

When can I use this card? Anytime during the turn when I use a green maneuver (like after an enemy ship damages me)?

Or do I have to use it right after I make my green maneuver?


Bu'Kah (Klingon Crew- Somraw expansion) "If you perform a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull."

Thank you everyone! I am glad we have this thread to help answer questions.


You can use this anytime you meet the conditions of it. If it was only going to be restricted to the action phase it would have said something about discarding as a free action. The only condition to discard it during the turn is that you have performed a green maneuver.


I was all set to argue that 'If you perform..' is different from 'If you performed...', but the actual card text is the latter (performed), so this does seem to be correct.


Yes, you can use Bu'Kah later in the turn, including during the Combat Phase. Her ship would still suffer any immediate effects of the critical damage (i.e. Direct Hit!), even if you cancelled it immediately afterwards.


Does the green maneuver have to be your planned maneuver or can it be one granted by the independent flagship or romulan pilot


Any green maneuver.


Yup, here's the relevant decision (a thumbs up from Andrew): http://www.boardgamegeek.com/article/14489265#14489265
Gremlin99 14904314
Month 5 questions:
Can you Tribble a Orbital Weapon Platform?

Month 6 questions:
Can you use the reinforcement resource to load a new captain and/or upgrade to DS9 that you have control of?

Can you use the reinforcement resource to load a new captain and/or upgrade to DS9 that you do not have control of? Like when both of you are fighting for the station.

Are captain elite talents attached to the captain?

Are the captain elite talents attached to the flagship that has the resource?

When you send those captains over to DS9 do the talents go with the captain?
jonnyd76 14904512

Gremlin99 wrote:

Month 5 questions:
Can you Tribble a Orbital Weapon Platform?


Yes, its an enemy ship and is not cloaked, nor does it have shields. Beam away!
http://boardgamegeek.com/wiki/page/STAW%3Atribble_token#

Gremlin99 wrote:


Month 6 questions:
Can you use the reinforcement resource to load a new captain and/or upgrade to DS9 that you have control of?


If you have control of DS9, you could load a captain or crew to it. It cannot have or use any upgrades for OP6

Under OP1 rules:

FAQ wrote:


2. Can members of the Away Team use their abilities while on DS9?

No. The only information retained by the Away Team is the Captain's Skill Number.


Gremlin99 wrote:


Can you use the reinforcement resource to load a new captain and/or upgrade to DS9 that you do not have control of? Like when both of you are fighting for the station.


Since you are not in full control of it, you may not. You have to be able to use the ship's action to do it.
http://boardgamegeek.com/wiki/page/STAW%3AReinforcement_Side...#

Gremlin99 wrote:


Are captain elite talents attached to the captain?


No, they are attached to a ship. If your captain leaves that ship, the elite talent is no longer useable if the captain was the only thing providing that talent.
http://boardgamegeek.com/article/13857688#13857688

Gremlin99 wrote:


Are the captain elite talents attached to the flagship that has the resource?


Yes
http://boardgamegeek.com/wiki/page/STAW%3AFlagships#

Gremlin99 wrote:


When you send those captains over to DS9 do the talents go with the captain?


No, talents are not attached to the captain. Rather, the captain provides the elite talent that the ship may use.
Gremlin99 14904760
This question came up today as well:

If Martok is using Barrage of Fire on his ship on Picard using Koloth's ship as the second ship.

Since Martok is a 9 and Picard is a 9, does the simultaneous fire rule apply?

If Picard survives and/or kills Koloth before Martok's shot, what happens to the Barrage of Fire?
swingk2121 14905658
Question regarding Admirals Orders.

United Force gives 10 extra fleet points as long as all captains and upgrades match the ship.

If you use the independent flagship card and an independent captain or upgrade but it's on a federation or Klingon ship, are you then not allowed to use united force?

I ask because the ruling of independent flagship says the ship would have duel faction.

kemikos 14905818

Gremlin99 wrote:

This question came up today as well:

If Martok is using Barrage of Fire on his ship on Picard using Koloth's ship as the second ship.

Since Martok is a 9 and Picard is a 9, does the simultaneous fire rule apply?


Yes. Picard will get a chance to fire back, assuming he hasn't already made an attack this round.

Gremlin99 wrote:

If Picard survives and/or kills Koloth before Martok's shot, what happens to the Barrage of Fire?


If Picard has initiative and destroys Koloth before Martok can use the BOF, then no, Martok can't use Koloth as the helper ship. The "Simultaneous Fire" rule only applies when a captain at the same skill level is destroyed. It won't let Martok fire before Koloth goes boom.
kemikos 14905831

swingk2121 wrote:

Question regarding Admirals Orders.

United Force gives 10 extra fleet points as long as all captains and upgrades match the ship.

If you use the independent flagship card and an independent captain or upgrade but it's on a federation or Klingon ship, are you then not allowed to use united force?

I ask because the ruling of independent flagship says the ship would have duel faction.



An Independent Flagship card makes the ship dual-faction (unless it was Independent already). That means Independent cards and cards matching the ship faction are both considered in-faction, and are fine to use with United Force.
davedujour 14908011

swingk2121 wrote:

Question regarding Admirals Orders.

United Force gives 10 extra fleet points as long as all captains and upgrades match the ship.

If you use the independent flagship card and an independent captain or upgrade but it's on a federation or Klingon ship, are you then not allowed to use united force?

I ask because the ruling of independent flagship says the ship would have duel faction.


Please read the FAQ before posting a question to the FAQ thread.

11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.
swingk2121 14908136

davedujour wrote:

swingk2121 wrote:

Question regarding Admirals Orders.

United Force gives 10 extra fleet points as long as all captains and upgrades match the ship.

If you use the independent flagship card and an independent captain or upgrade but it's on a federation or Klingon ship, are you then not allowed to use united force?

I ask because the ruling of independent flagship says the ship would have duel faction.


Please read the FAQ before posting a question to the FAQ thread.

11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.


Sorry that was amended. I did read the FAQ and when Andrew responded in the 112 pages he didn't mention the admirals orders. But thank you for being kind enough to point out it was stated.
davedujour 14908287

swingk2121 wrote:

davedujour wrote:

swingk2121 wrote:

Question regarding Admirals Orders.

United Force gives 10 extra fleet points as long as all captains and upgrades match the ship.

If you use the independent flagship card and an independent captain or upgrade but it's on a federation or Klingon ship, are you then not allowed to use united force?

I ask because the ruling of independent flagship says the ship would have duel faction.


Please read the FAQ before posting a question to the FAQ thread.

11. When designating a non-Independent ship as an Independent Flagship, does the ship now possess both Factions? If so, does this remove Faction penalties for Independent cards placed on that ship?

Yes and yes. For initiative purposes, use the ship's original printed Faction. Using an Independent Flagship also allows the use of Independent cards on a non-Independent Ship when using the United Force Admiral's Order.


Sorry that was amended. I did read the FAQ and when Andrew responded in the 112 pages he didn't mention the admirals orders. But thank you for being kind enough to point out it was stated.


There's no reason to read 112 pages of discussion. Just read the first post, the actual FAQ. Granted, it is still 9 printed pages long, but most of the questions to frequently asked questions are there.

Or check out the STAW: wiki. It organizes the information on a per-card basis and collects some answers from other threads than this one.
MacGyver125 14908873

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.
Mordaenor 14909266

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.
MacGyver125 14909367

Mordaenor wrote:

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.

Rules faq and clarifications must be based on published rules.
So WHERE does it say that "this round" means "ONCE per round?"
davedujour 14909404

MacGyver125 wrote:

Mordaenor wrote:

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.

Rules faq and clarifications must be based on published rules.
So WHERE does it say that "this round" means "ONCE per round?"


It doesn't mean "once per round". It means "total during the round".

A card like Martok9, Donatra, or Terell gives a bonus to every roll that meets the criteria every time. So Donatra could give a single ship +1 attack die (total of +1) or she could give four ships +1 attack die each (total of +4). Those cards have no limit.

Cards like Scotty that say "this round" are limited to the text. "+2 dice this round". No more, no less. All of them must be used if possible, although in the case of the attack if you chose to delay and then something forces the loss of the attack then you'd lose the bonus also.
MacGyver125 14909518

davedujour wrote:

MacGyver125 wrote:

Mordaenor wrote:

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.

Rules faq and clarifications must be based on published rules.
So WHERE does it say that "this round" means "ONCE per round?"


It doesn't mean "once per round". It means "total during the round".

A card like Martok9, Donatra, or Terell gives a bonus to every roll that meets the criteria every time. So Donatra could give a single ship +1 attack die (total of +1) or she could give four ships +1 attack die each (total of +4). Those cards have no limit.

Cards like Scotty that say "this round" are limited to the text. "+2 dice this round". No more, no less. All of them must be used if possible, although in the case of the attack if you chose to delay and then something forces the loss of the attack then you'd lose the bonus also.

You're talking about these dice as if they are consumable. The attack value of a ship means how many attack dice are thrown, and when Scotty increases the attack dice by +2, he increases the attack value of whichever weapon you use. No where in the rules does it specify that these dice are CONSUMABLE (one time use).
rangarth 14909729

MacGyver125 wrote:

davedujour wrote:

MacGyver125 wrote:

Mordaenor wrote:

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.

Rules faq and clarifications must be based on published rules.
So WHERE does it say that "this round" means "ONCE per round?"


It doesn't mean "once per round". It means "total during the round".

A card like Martok9, Donatra, or Terell gives a bonus to every roll that meets the criteria every time. So Donatra could give a single ship +1 attack die (total of +1) or she could give four ships +1 attack die each (total of +4). Those cards have no limit.

Cards like Scotty that say "this round" are limited to the text. "+2 dice this round". No more, no less. All of them must be used if possible, although in the case of the attack if you chose to delay and then something forces the loss of the attack then you'd lose the bonus also.

You're talking about these dice as if they are consumable. The attack value of a ship means how many attack dice are thrown, and when Scotty increases the attack dice by +2, he increases the attack value of whichever weapon you use. No where in the rules does it specify that these dice are CONSUMABLE (one time use).



From the General Section of the FAQ:
9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.


Attack and Defense bonuses that say "this round" are usable only once that round, if you have +1 attack this round it only applies to one attack. Things like the Koranak which can do two attacks would only be able to apply that +1 attack this round die to just one of those two attacks. So in sense they are consummable, once used they are gone.
MacGyver125 14909913

rangarth wrote:

MacGyver125 wrote:

davedujour wrote:

MacGyver125 wrote:

Mordaenor wrote:

MacGyver125 wrote:

Andrew Parks wrote:


GENERAL

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

10. When a card ability forces a player to roll fewer attack or defense dice "this round" (for example, Kyle), how does that work?

The player must roll fewer attack or defense dice in total during that round's Combat Phase, starting with the very next time the player uses those dice during the Combat Phase.


This came up during our last tournament, so I need clarification.
If "the player may choose when to add the bonus dice" means that "he can add the bonus dice each time this round", then please SAY that, if it doesn't mean that, then this ruling is in error...

Words mean things. There are abilities that are stagnant like Terrel/Martok9 which are always in effect (if the criteria are met), abilities that are "this round," and abilities that are "this attack"

The argument that came up was about the COMPLETE OPPOSITE ruling for General rule #9 and #10

In #9, the wording suggests that "This round" ACTUALLY means, "one attack/defense this round", but in #10, it suggests "this round" ACTUALLY means, "Every attack/defense this round"

I have been a rules administrator before, and these phrases (and rulings) cannot by definition have opposite meanings...so if reducing an opponents dice "this round" effects that ship for every attack/defense this round, then increasing your own dice "this round" MUST also mean the same thing.

"This round" cannot mean "this attack" or even "a single attack this round" (like Strike force) unless it says that on the card/rules. If one is always in effect "this round". then so must the other.

These two faq are contradictory. Please clarify.


I think you have mis-read #10. It does not mean every single attack. It says "starting with the first attack" meaning you cannot choose to delay the penalty using the excuse "I will apply this to another attack later in the round." In both cases, the effect modifies the Total number of dice for the round, but in the case of #9, a player can choose to DELAY or SPREAD OUT that bonus over multiple attacks. #10, being a penalty, does not give you that choice.

Rules faq and clarifications must be based on published rules.
So WHERE does it say that "this round" means "ONCE per round?"


It doesn't mean "once per round". It means "total during the round".

A card like Martok9, Donatra, or Terell gives a bonus to every roll that meets the criteria every time. So Donatra could give a single ship +1 attack die (total of +1) or she could give four ships +1 attack die each (total of +4). Those cards have no limit.

Cards like Scotty that say "this round" are limited to the text. "+2 dice this round". No more, no less. All of them must be used if possible, although in the case of the attack if you chose to delay and then something forces the loss of the attack then you'd lose the bonus also.

You're talking about these dice as if they are consumable. The attack value of a ship means how many attack dice are thrown, and when Scotty increases the attack dice by +2, he increases the attack value of whichever weapon you use. No where in the rules does it specify that these dice are CONSUMABLE (one time use).



From the General Section of the FAQ:
9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.


Attack and Defense bonuses that say "this round" are usable only once that round, if you have +1 attack this round it only applies to one attack. Things like the Koranak which can do two attacks would only be able to apply that +1 attack this round die to just one of those two attacks. So in sense they are consummable, once used they are gone.


Please read my above quotes. I am not asking which "rule" in this spreadsheet covers this, I am saying that I believe General Rule #9 is wrong.
Where in the RULEBOOK or published clarifications does it say this? And therefore, what published information was this clarification taken from?

I want to know where this "rule" came from.
Skyguard 14910069

MacGyver125 wrote:

I want to know where this "rule" came from.


From page 1 of the FAQ post by Andrew Parks, Star Trek:Attack Wing game designer. See page 26 Credits of the rule book.
csimian 14910233
Bu'Kah + Centurion

Bu'Kah:

If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull.


Centurion:

When one of your [crew] upgrades or your Captain is to be disabled or discarded, you may discard this card instead.


Since Bu'Kah's ability is not an ACTION; can you use his ability twice in the same turn by first discarding the Centurion instead of Bu'Kah and then discarding Bu'Kah resulting in repairing 4 Hull.

I assume you cannot; but I figure this needs to be clearly stated
MacGyver125 14910251

Skyguard wrote:

MacGyver125 wrote:

I want to know where this "rule" came from.


From page 1 of the FAQ post by Andrew Parks, Star Trek:Attack Wing game designer. See page 26 Credits of the rule book.

Again, READ my above quotes. I am not asking which page of THIS document he clarifies this, I am asking what source was used to write General #9 and #10.

DO NOT use General #9 and #10 to answer this question.

IF you are saying that his status as one of the designers means that he clarified the intention of the creators, then THAT is the EXACT answer I was asking for, BUT, the wording of the rulebook and cards do not align with the rulings made, and need to be reprinted with clarified wording.
Vegantoad 14910269
Federation Attack Fighters:

Do the Fed fighters reduce an attack to 1 and then lose a shield? Or do they take as much damage as they have shields and then reduce once hits land on the hull thus removing a token?

Thanks
davedujour 14910304

MacGyver125 wrote:

Skyguard wrote:

MacGyver125 wrote:

I want to know where this "rule" came from.


From page 1 of the FAQ post by Andrew Parks, Star Trek:Attack Wing game designer. See page 26 Credits of the rule book.

Again, READ my above quotes. I am not asking which page of THIS document he clarifies this, I am asking what source was used to write General #9 and #10.

DO NOT use General #9 and #10 to answer this question.

IF you are saying that his status as one of the designers means that he clarified the intention of the creators, then THAT is the EXACT answer I was asking for, BUT, the wording of the rulebook and cards do not align with the rulings made, and need to be reprinted with clarified wording.


The source is Andrew Parks, one of the two designers of the game. When it comes to STAW, you shouldn't need any other source. Yes, that includes overriding what is in the rule book or printed on the cards. More than once the wording has been problematic and Andrew has clarified it. FAQ General answers #9 & #10 are some of those cases.
paulsk 14910594

csimian wrote:

Bu'Kah + Centurion

Bu'Kah:

If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull.


Centurion:

When one of your [crew] upgrades or your Captain is to be disabled or discarded, you may discard this card instead.


Since Bu'Kah's ability is not an ACTION; can you use his ability twice in the same turn by first discarding the Centurion instead of Bu'Kah and then discarding Bu'Kah resulting in repairing 4 Hull.

I assume you cannot; but I figure this needs to be clearly stated


I am not aware of an existing rule/ruling that would prevent you from using Centurion to get a second use out of Bu'Kah.
MacGyver125 14910766

davedujour wrote:

MacGyver125 wrote:

Skyguard wrote:

MacGyver125 wrote:

I want to know where this "rule" came from.


From page 1 of the FAQ post by Andrew Parks, Star Trek:Attack Wing game designer. See page 26 Credits of the rule book.

Again, READ my above quotes. I am not asking which page of THIS document he clarifies this, I am asking what source was used to write General #9 and #10.

DO NOT use General #9 and #10 to answer this question.

IF you are saying that his status as one of the designers means that he clarified the intention of the creators, then THAT is the EXACT answer I was asking for, BUT, the wording of the rulebook and cards do not align with the rulings made, and need to be reprinted with clarified wording.


The source is Andrew Parks, one of the two designers of the game. When it comes to STAW, you shouldn't need any other source. Yes, that includes overriding what is in the rule book or printed on the cards. More than once the wording has been problematic and Andrew has clarified it. FAQ General answers #9 & #10 are some of those cases.

That's what I needed to know. Thanks
fastback64 14911638

paulsk wrote:

csimian wrote:

Bu'Kah + Centurion

Bu'Kah:

If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your Hull.


Centurion:

When one of your [crew] upgrades or your Captain is to be disabled or discarded, you may discard this card instead.


Since Bu'Kah's ability is not an ACTION; can you use his ability twice in the same turn by first discarding the Centurion instead of Bu'Kah and then discarding Bu'Kah resulting in repairing 4 Hull.

I assume you cannot; but I figure this needs to be clearly stated


I am not aware of an existing rule/ruling that would prevent you from using Centurion to get a second use out of Bu'Kah.


What's to stop you from having two Centurions to use Bu'kah 3 times and heal 6 hull all at once?
jonnyd76 14912325

fastback64 wrote:

paulsk wrote:



I am not aware of an existing rule/ruling that would prevent you from using Centurion to get a second use out of Bu'Kah.


What's to stop you from having two Centurions to use Bu'kah 3 times and heal 6 hull all at once?


3 crew slots, 13+ points (at least one of those 3 will be cross faction on a ship), and enough hull. I don't think it falls into the 'you may only perform one of this action' because its not an action. Same reason you can deploy 2 cloaked mines from the same ship in one turn.
DonMegel 14912510

jonnyd76 wrote:

fastback64 wrote:

paulsk wrote:



I am not aware of an existing rule/ruling that would prevent you from using Centurion to get a second use out of Bu'Kah.


What's to stop you from having two Centurions to use Bu'kah 3 times and heal 6 hull all at once?


3 crew slots, 13+ points (at least one of those 3 will be cross faction on a ship), and enough hull. I don't think it falls into the 'you may only perform one of this action' because its not an action. Same reason you can deploy 2 cloaked mines from the same ship in one turn.


At two points per hull that is about right. Put that on a flagship battleship for 14 hull points!
MacGyver125 14912847

DonMegel wrote:

jonnyd76 wrote:

fastback64 wrote:

paulsk wrote:



I am not aware of an existing rule/ruling that would prevent you from using Centurion to get a second use out of Bu'Kah.


What's to stop you from having two Centurions to use Bu'kah 3 times and heal 6 hull all at once?


3 crew slots, 13+ points (at least one of those 3 will be cross faction on a ship), and enough hull. I don't think it falls into the 'you may only perform one of this action' because its not an action. Same reason you can deploy 2 cloaked mines from the same ship in one turn.


At two points per hull that is about right. Put that on a flagship battleship for 14 hull points!

Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.

For example: if you use the Independent Flagship resource, you may move a ship that has Bu'Kah and Centurian, use Bu'Kah, discard the Centurian, then move your flagship and choose the ship with Bu'Kah as the ship to perform a second maneuver, then you may activate Bu'Kah a second time since you have met her requirements a second time. That will give you 4 hull repaired.
daloonieshaman 14915666
CAPTAIN CARDS
If A ship captained by Martok loses the ability to perform Actions,
Can he use the captain's text to "Choose a ship range 1-2 with a lower skill. the chosen ship may preform a free action"?

kemikos 14915886

daloonieshaman wrote:

CAPTAIN CARDS
If A ship captained by Martok loses the ability to perform Actions,
Can he use the captain's text to "Choose a ship range 1-2 with a lower skill. the chosen ship may preform a free action"?



Yes, because Martok's ability is not itself an action, and his ship is not the one performing the free action.
kemikos 14915920

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...
BradyLS 14916585

Andrew Parks wrote:

Ender02 wrote:

Andrew Parks wrote:


SHIP CARDS

1. When the Enterprise-D uses its special ability, is it considered to be using its Primary Weapon? If so, does that mean it gains +1 attack die at Range 1?

Yes and yes.


I disagree with this ruling as the card itself says "Instead of making a normal attack with your primary weapon". To me this means that the special ability of the Enterprise-D is a secondary weapon. If it were a primary weapon, it would have been worded "When you make an attack with your primary weapon you may ...(target 360', within range 1-2, but only use 3 attack dice)". It seems pretty clear the way it was written that it is not a primary weapon and being so you do not get the bonus die for range 1.


The intention of the wording is: "Instead of making a normal attack with your primary weapon, you can make THIS attack with your primary weapon instead."


I took a look at the STAW Wiki for the Enterprise-D card, which brought me to Mr. Parks answer above.

If I understand this ruling correctly, it means that:

1. Effects for Range still apply to the Enterprise-D's special ability (+1 Attack die at Range 1)
2. Independent and Federation Flagship Resource cards that grant +1 to the Primary Weapon value also apply when the Enterprise-D uses her special ability (+1 Attack dice to the base 3 Attack dice out to Range 2.)
3. Critical Damage cards which reduce the Enterprise-D's Primary Weapon value also apply to her special ability. (So she would be -1 Attack die to her Special Ability if suffering the effects of Weapons Malfunction.)

So, for example: Enterprise-D with the Federation Flagship resource attacks a target at Range 1 outside of her forward firing arc. She would get a total of 5 Attack dice, barring anything else for the moment. (3 dice for her special ability; +1 for the range to the target; +1 more for the Flagship Resource boosting her Primary Weapon value.)

Yes?
paulsk 14917570

kemikos wrote:

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...


I am not aware of such a ruling, and I think MacGyver is incorrect here. for example, both Engage and the IRW Valdore's attack bonus have requirements that are both met if the IRW Valdore performs a single Green Maneuver. Performing the Maneuver is not a resource you spend to activate cards, it is just a historical true/false condition that can be checked by all cards that rely on that condition. There's also no harm in using her multiple times this way because it is quite cost prohibitive.
Skyguard 14917590
I believe the ruling on Flagships and Ent-D was that because the Ability states "Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.", not -1 of its primary attack that any changes to your primary attack value does not effect the number of dice you can roll with your 360 degree attack.
Magentawolf 14918247

Skyguard wrote:

I believe the ruling on Flagships and Ent-D was that because the Ability states "Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice.", not -1 of its primary attack that any changes to your primary attack value does not effect the number of dice you can roll with your 360 degree attack.


This is correct. The Enterprise-D's special ability is classified as a Primary Weapon, and thus gets the bonus for Range 1. However, it does not use the Primary Weapon Value, and instead uses the card-supplied value of '3'.

Any modifications to the PWV do not affect this attack, but standard modifications of generic 'dice', will.
Mordaenor 14918280

paulsk wrote:

kemikos wrote:

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...


I am not aware of such a ruling, and I think MacGyver is incorrect here. for example, both Engage and the IRW Valdore's attack bonus have requirements that are both met if the IRW Valdore performs a single Green Maneuver. Performing the Maneuver is not a resource you spend to activate cards, it is just a historical true/false condition that can be checked by all cards that rely on that condition. There's also no harm in using her multiple times this way because it is quite cost prohibitive.


I think the situation is different, because there is a difference between two different effects triggering from the same event (Engage and Valdore's Bonus) and trying to trigger the same card twice from one event. Even if it is not an action, I don't think you can trigger the same card twice from the same event unless its meant as a continuous effect, which Bu'Kah is not.
swingk2121 14918305

paulsk wrote:

kemikos wrote:

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...


I am not aware of such a ruling, and I think MacGyver is incorrect here. for example, both Engage and the IRW Valdore's attack bonus have requirements that are both met if the IRW Valdore performs a single Green Maneuver. Performing the Maneuver is not a resource you spend to activate cards, it is just a historical true/false condition that can be checked by all cards that rely on that condition. There's also no harm in using her multiple times this way because it is quite cost prohibitive.


I may be wrong, but in a prior discussion someone mentioned using multiple Romulan Pilots in one turn. And even though they are not an action it was mention that you could not perform their ability a second time in the same round. I assume this would apply to Bu'kah.

Just like the Valdore which can only get +1 attack dice if you performed a green maneuver, not multiple if you perform additional green maneuvers. It's similar to the token system (I KNOW ITS NOT AN ACTION NOR IS IT A TOKEN, BUT HERE IS RULE BOOK PRECEDENCE) , "a ship cannot perform the same action even if it's a free action"OR "only one ability can trigger off any token"
Magentawolf 14918375

swingk2121 wrote:

paulsk wrote:

kemikos wrote:

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...


I am not aware of such a ruling, and I think MacGyver is incorrect here. for example, both Engage and the IRW Valdore's attack bonus have requirements that are both met if the IRW Valdore performs a single Green Maneuver. Performing the Maneuver is not a resource you spend to activate cards, it is just a historical true/false condition that can be checked by all cards that rely on that condition. There's also no harm in using her multiple times this way because it is quite cost prohibitive.


I may be wrong, but in a prior discussion someone mentioned using multiple Romulan Pilots in one turn. And even though they are not an action it was mention that you could not perform their ability a second time in the same round. I assume this would apply to Bu'kah.

Just like the Valdore which can only get +1 attack dice if you performed a green maneuver, not multiple if you perform additional green maneuvers. It's similar to the token system (I KNOW ITS NOT AN ACTION NOR IS IT A TOKEN, BUT HERE IS RULE BOOK PRECEDENCE) , "a ship cannot perform the same action even if it's a free action"OR "only one ability can trigger off any token"


The actual issue with the Romulan Pilot was that it did include a specific 'free action' inside of the ability, and this is what Andrew ruled that could not be repeated. He did mention that if something similar were to come up, he'd review that ruling.

EDIT - Here: http://boardgamegeek.com/article/14408182#14408182 and here: http://boardgamegeek.com/article/14414111#14414111
swingk2121 14918758

Magentawolf wrote:

swingk2121 wrote:

paulsk wrote:

kemikos wrote:

MacGyver125 wrote:


Centurion ONLY prevents her from being discarded. She may not use her ability a second time the same turn unless the prerequisites were met a second time. You'll have to meet the requirements of her ability once per use of her ability.


Do you have a source for that? You may be correct, but I can't think of any rule or ruling that supports that interpretation...


I am not aware of such a ruling, and I think MacGyver is incorrect here. for example, both Engage and the IRW Valdore's attack bonus have requirements that are both met if the IRW Valdore performs a single Green Maneuver. Performing the Maneuver is not a resource you spend to activate cards, it is just a historical true/false condition that can be checked by all cards that rely on that condition. There's also no harm in using her multiple times this way because it is quite cost prohibitive.


I may be wrong, but in a prior discussion someone mentioned using multiple Romulan Pilots in one turn. And even though they are not an action it was mention that you could not perform their ability a second time in the same round. I assume this would apply to Bu'kah.

Just like the Valdore which can only get +1 attack dice if you performed a green maneuver, not multiple if you perform additional green maneuvers. It's similar to the token system (I KNOW ITS NOT AN ACTION NOR IS IT A TOKEN, BUT HERE IS RULE BOOK PRECEDENCE) , "a ship cannot perform the same action even if it's a free action"OR "only one ability can trigger off any token"


The actual issue with the Romulan Pilot was that it did include a specific 'free action' inside of the ability, and this is what Andrew ruled that could not be repeated. He did mention that if something similar were to come up, he'd review that ruling.

EDIT - Here: http://boardgamegeek.com/article/14408182#14408182 and here: http://boardgamegeek.com/article/14414111#14414111


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.

If this turns out to not be the case then I can already see her ability being used 3 times in one turn! Centurion, Weyoun, and her own ability
Magentawolf 14918900

swingk2121 wrote:


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.

If this turns out to not be the case then I can already see her ability being used 4 times in one turn! Centurion, Weyoun, I believer ther was one more person who perfects from discard, and her own ability


Maybe we'll finally start seeing a use for all of those crew-ganking cards. Restricting it, like tokens, to 'one triggered ability per maneuver' would break a number of cards that currently work together.
DonMegel 14918977
Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?
davedujour 14919635

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


It's in the rules for the scenario:

*If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
Mordaenor 14919744

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


Whichever one is closest to a given fire arc gets shot by that arc (Pylon 1, Pylon 2, or Main Body)

If there's a tie, do a roll off.
swingk2121 14919975

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


DS9 is not neutral in OP 6 if uncontrolled DS9 will get a total of three shots 1 from each of the pylons (90 degree arc range 1-3; one pylon is facing off the board and wont be used) and then a third shot will be taken from the center (360 degree arc range 1-2).

**Edit**

Each attack will fire at the closest ship.


If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
Magentawolf 14920023

swingk2121 wrote:

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


DS9 is not neutral in OP 6 if uncontrolled DS9 will get a total of three shots 1 from each of the pylons (90 degree arc range 1-3; one pylon is facing off the board and wont be used) and then a third shot will be taken from the center (360 degree arc range 1-2).

Each attack will fire at the closest ship.


There is nothing in the rules about firing on the closest ship in this scenario. If more then one available target is in range, there's a roll-off to see which one is targeted.
davedujour 14920117

Mordaenor wrote:

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


Whichever one is closest to a given fire arc gets shot by that arc (Pylon 1, Pylon 2, or Main Body)

If there's a tie, do a roll off.


swingk2121 wrote:

DonMegel wrote:

Question about OP6: if more than one of your ship's is in range of a neutral ds9, which one gets shot at?


DS9 is not neutral in OP 6 if uncontrolled DS9 will get a total of three shots 1 from each of the pylons (90 degree arc range 1-3; one pylon is facing off the board and wont be used) and then a third shot will be taken from the center (360 degree arc range 1-2).

Each attack will fire at the closest ship.


Neither of these answers are correct. The rules for OP6 clearly state that there will be a dice off if more than 1 ship is within range of an attack. It doesn't matter which ship is "closer". It is possible for 1 ship (ship A) to be within range of the "Main Body" attack and within range of one of the pylons. If there's another ship (ship B) within range of a pylon, then both ships would dice off for the pylon attack but only ship A would be attacked by the Main Body.

Here's the full relevant paragraphs about DS9 attacking while uncontrolled:

"WHEN NO ONE is in control of DS9, it can make 3 attacks every round (1 with each Pylon facing the play area and 1 from the main body of the station).

 If a single ship is within range of more than 1 of these attacks, it will be attacked by all attacks separately and each attack may be defended separately.

 If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack."
DonMegel 14920237
But that reference is for ships belonging to more than one player. My question is about both ships belonging to the same player. Am I to have a dice off with my self?
davedujour 14920347

DonMegel wrote:

But that reference is for ships belonging to more than one player. My question is about both ships belonging to the same player. Am I to have a dice off with my self?


Yes. Only 1 ship will get attacked. It simply says "If more than 1 ship is within range of an attack". It implies ships controlled more than 1 player but doesn't require it. So you roll 5 dice for each ship, not each player.

If there were 4 ships within range, there would be 4 sets of dice rolled irregardless of players. The ship that got the most BS results would get attacked.
Magentawolf 14920376

DonMegel wrote:

But that reference is for ships belonging to more than one player. My question is about both ships belonging to the same player. Am I to have a dice off with my self?


You should be able to interpolate that the same process is followed; it's random. Flip a coin or something.
Mordaenor 14920768

Magentawolf wrote:

DonMegel wrote:

But that reference is for ships belonging to more than one player. My question is about both ships belonging to the same player. Am I to have a dice off with my self?


You should be able to interpolate that the same process is followed; it's random. Flip a coin or something.


Brilliant! I will plan to bring along a normal dice set to my OP6. How many ships in range, 8? No problem.
delta_angelfire 14922016
When there are multiple targets and firing order matters, you can shake up and draw target lock tokens randomly. I use A through F and fire at things in that order (was important for OP5)
Kengi 14922207

delta_angelfire wrote:

When there are multiple targets and firing order matters, you can shake up and draw target lock tokens randomly. I use A through F and fire at things in that order (was important for OP5)


Interesting idea. Could have made a difference in our OP5 as well.
Mordaenor 14928613
Anti-Proton Scan

"If a SCAN token is beside your ship, add +1 attack die when firing at a ship with no active shields"


OP5 Are the OWP's considered shielded or unshielded?
delta_angelfire 14928731
In the rules, it says that the OWP shields are considered "destroyed". so no shields
Chance Gardener 14929339
Several of us at the OP last Sunday were discussing painting the minis.
A point was raised regarding painted minis that seemed off so I thought I'd pose the question here:

Q: On WizKids sponsored ST:AW competitive play events, will they disqualify a player if they have a painted ship mini citing a violation of a "no modification" rule?

Not talking about using other ship models (Heroclix, Hot Wheels, Hallmark, 3D printer versions, Micromachines, etc.).
I am talking you put a wash on the Negh'Var and a WizKids official will eject you from the WK tournament for using a "modified" mini.

Is this one of those internetz rumorz like government mind control chemicals in jet vapor trails or plastic snow falling in the south this winter?
Or is there truth that WK will only allow un-modified, ie 'virgin' ship minis in WK sponsored tourneys?

And does that also mean Shapeways and Litko accessories would be barred as well?
kemikos 14930149

swingk2121 wrote:


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.


Or, let's not make up rules where there aren't any. Green Maneuvers aren't tokens, so there's no reason to assume that they have the same restrictions as tokens. You might as well say "Let's treat Bu'kah's ability as if it were an action and say you can't perform it more than once per turn", which would obviously be incorrect.
kemikos 14930191

Chance Gardener wrote:

Several of us at the OP last Sunday were discussing painting the minis.
A point was raised regarding painted minis that seemed off so I thought I'd pose the question here:

Q: On WizKids sponsored ST:AW competitive play events, will they disqualify a player if they have a painted ship mini citing a violation of a "no modification" rule?

Not talking about using other ship models (Heroclix, Hot Wheels, Hallmark, 3D printer versions, Micromachines, etc.).
I am talking you put a wash on the Negh'Var and a WizKids official will eject you from the WK tournament for using a "modified" mini.

Is this one of those internetz rumorz like government mind control chemicals in jet vapor trails or plastic snow falling in the south this winter?
Or is there truth that WK will only allow un-modified, ie 'virgin' ship minis in WK sponsored tourneys?

And does that also mean Shapeways and Litko accessories would be barred as well?


Have you played many sanctioned Wizkids events (here's a hint: they call them OP events)? Have you seen any "Wizkids Officials" hanging around inspecting people's minis?

Unless, I suppose, you mean the TOs, which means... hey, cool! That must make me an official Wizkids Official! Well, yeah, in that case, I inspect player's minis all the time. Hey, I like to see repainted fleets, OK?

All kidding aside, I believe Wizkids does have rules for that sort of thing, but they basically amount to "as long as the parts of the mini that matter to the game aren't modified and the modified minis don't mislead other players into thinking it represents a different ship altogether, cosmetic modifications are fine". If your venue wants to have different rules, I'm sure they'll let you know. I'd also be very surprised if they threw a paying customer out with no warning just for painting their little toy space ships...
swingk2121 14931896

kemikos wrote:

swingk2121 wrote:


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.


Or, let's not make up rules where there aren't any. Green Maneuvers aren't tokens, so there's no reason to assume that they have the same restrictions as tokens. You might as well say "Let's treat Bu'kah's ability as if it were an action and say you can't perform it more than once per turn", which would obviously be incorrect.


It's a static ability like Varel. So I guess I should be able to use Varel 3 times a turn, so much for your ability to attack her ship. Not a bad idea. Thank you for helping me Break this game.

Andrew please clarify cards like Varel or Bu'kah that have static abilities should a player be allowed to use there abilities more then once a turn and is there a basis in the rule book to stop this?
jonnyd76 14933511

Chance Gardener wrote:

Several of us at the OP last Sunday were discussing painting the minis.
A point was raised regarding painted minis that seemed off so I thought I'd pose the question here:

Q: On WizKids sponsored ST:AW competitive play events, will they disqualify a player if they have a painted ship mini citing a violation of a "no modification" rule?

Not talking about using other ship models (Heroclix, Hot Wheels, Hallmark, 3D printer versions, Micromachines, etc.).
I am talking you put a wash on the Negh'Var and a WizKids official will eject you from the WK tournament for using a "modified" mini.

Is this one of those internetz rumorz like government mind control chemicals in jet vapor trails or plastic snow falling in the south this winter?
Or is there truth that WK will only allow un-modified, ie 'virgin' ship minis in WK sponsored tourneys?

And does that also mean Shapeways and Litko accessories would be barred as well?


All this is entirely up to the Tournament Organizer. Depending on the seriousness of the play group you will see many variations. But I believe its widely acceptable to use painted (even heroclix modeled) ships that still represent the piece undeniably.

As for the rulers, gages, and other acrylic or non-acrylic accessories... that is also up to the TO. If you have them and want to use them, you should at least ask your opponent if they want to verify/share them with their cardboard ones. I do with mine because they came from a source other than Litko. And I use acrylic tokens now and again to represent things in the game that I don't have regular Wizkids-issued stuff for. Generally speaking, they're cool and enhance the experience, leading to there never having been an issue.

If in the event that Wizkids ever has a "worlds qualifier" or something similar, I would expect that you should show up with unmodified stuff just in case, but also expect that any such high level tournament rules would be posted WELL beforehand.
kemikos 14934283

swingk2121 wrote:

kemikos wrote:

swingk2121 wrote:


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.


Or, let's not make up rules where there aren't any. Green Maneuvers aren't tokens, so there's no reason to assume that they have the same restrictions as tokens. You might as well say "Let's treat Bu'kah's ability as if it were an action and say you can't perform it more than once per turn", which would obviously be incorrect.


It's a static ability like Varel. So I guess I should be able to use Varel 3 times a turn, so much for your ability to attack her ship. Not a bad idea. Thank you for helping me Break this game.

Andrew please clarify cards like Varel or Bu'kah that have static abilities should a player be allowed to use there abilities more then once a turn and is there a basis in the rule book to stop this?


Weyoun+Varel was a much-discussed combo back when the 5th Wing ship was released. It works just fine; if you prevent Varel from being discarded when you use her ability, you're free to use it again.
Mordaenor 14934691

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

swingk2121 wrote:


Well then let's focus on only one ability can trigger off a token. Let's treat a green maneuver as if it were a token and say her ability may only trigger once per round off a green maneuver.


Or, let's not make up rules where there aren't any. Green Maneuvers aren't tokens, so there's no reason to assume that they have the same restrictions as tokens. You might as well say "Let's treat Bu'kah's ability as if it were an action and say you can't perform it more than once per turn", which would obviously be incorrect.


It's a static ability like Varel. So I guess I should be able to use Varel 3 times a turn, so much for your ability to attack her ship. Not a bad idea. Thank you for helping me Break this game.

Andrew please clarify cards like Varel or Bu'kah that have static abilities should a player be allowed to use there abilities more then once a turn and is there a basis in the rule book to stop this?


Weyoun+Varel was a much-discussed combo back when the 5th Wing ship was released. It works just fine; if you prevent Varel from being discarded when you use her ability, you're free to use it again.


I'm still not sure that its the same thing as Bu'Kah. Varel makes sense. Condition: You're attacked. Effect: You cancel the attack. Condition: You're attacked AGAIN. Effect: Cancel the attack again. Varel doesn't trigger off the first attack a second time, that'd be silly.

Bu'Kah triggers off a Green Maneuver, so the question still remains can he trigger his effect a second time (Repair 2) off of the same initial Green move, or would a second Green Manuever need to occur for Bu'Kah to trigger again. And I haven't seen Andrew thumbs up any of these response or chime in, so I'm guessing HE'S not even sure of what the intention was suppose to be.
hockeyjedi 14934769

jonnyd76 wrote:

Chance Gardener wrote:

Several of us at the OP last Sunday were discussing painting the minis.
A point was raised regarding painted minis that seemed off so I thought I'd pose the question here:

Q: On WizKids sponsored ST:AW competitive play events, will they disqualify a player if they have a painted ship mini citing a violation of a "no modification" rule?

Not talking about using other ship models (Heroclix, Hot Wheels, Hallmark, 3D printer versions, Micromachines, etc.).
I am talking you put a wash on the Negh'Var and a WizKids official will eject you from the WK tournament for using a "modified" mini.

Is this one of those internetz rumorz like government mind control chemicals in jet vapor trails or plastic snow falling in the south this winter?
Or is there truth that WK will only allow un-modified, ie 'virgin' ship minis in WK sponsored tourneys?

And does that also mean Shapeways and Litko accessories would be barred as well?


All this is entirely up to the Tournament Organizer. Depending on the seriousness of the play group you will see many variations. But I believe its widely acceptable to use painted (even heroclix modeled) ships that still represent the piece undeniably.

As for the rulers, gages, and other acrylic or non-acrylic accessories... that is also up to the TO. If you have them and want to use them, you should at least ask your opponent if they want to verify/share them with their cardboard ones. I do with mine because they came from a source other than Litko. And I use acrylic tokens now and again to represent things in the game that I don't have regular Wizkids-issued stuff for. Generally speaking, they're cool and enhance the experience, leading to there never having been an issue.

If in the event that Wizkids ever has a "worlds qualifier" or something similar, I would expect that you should show up with unmodified stuff just in case, but also expect that any such high level tournament rules would be posted WELL beforehand.


As a TO, my rule has always been "show me that you actually OWN the ship (and have it with you, not letting another player use it etc...) and you can proxy whatever model you wish, as long as your opponent does not object". This started from the beginning with the Teeny-prise... also, some of my players are REAAALLLLY anal about inaccuracies of the sculpt for the Excelsior... I myself, use the 2009 Enterprise from Star Trek: Expeditions instead of the Teeny-prise. As I see it, it is the same ship: pre-refit NCC-1701 from the TOS era... even if it is an alternate universe...
Mordaenor 14934906

hockeyjedi wrote:

As a TO, my rule has always been "show me that you actually OWN the ship (and have it with you, not letting another player use it etc...) and you can proxy whatever model you wish, as long as your opponent does not object". This started from the beginning with the Teeny-prise... also, some of my players are REAAALLLLY anal about inaccuracies of the sculpt for the Excelsior... I myself, use the 2009 Enterprise from Star Trek: Expeditions instead of the Teeny-prise. As I see it, it is the same ship: pre-refit NCC-1701 from the TOS era... even if it is an alternate universe...


Whenever an opponent asks me about using an alternate model, I tell him the same thing. "Show me the cards you are using. THAT'S what I'm playing against. For all I care, you can have Lego Batman attached to your ship base."
hockeyjedi 14934983

Mordaenor wrote:

hockeyjedi wrote:

As a TO, my rule has always been "show me that you actually OWN the ship (and have it with you, not letting another player use it etc...) and you can proxy whatever model you wish, as long as your opponent does not object". This started from the beginning with the Teeny-prise... also, some of my players are REAAALLLLY anal about inaccuracies of the sculpt for the Excelsior... I myself, use the 2009 Enterprise from Star Trek: Expeditions instead of the Teeny-prise. As I see it, it is the same ship: pre-refit NCC-1701 from the TOS era... even if it is an alternate universe...


Whenever an opponent asks me about using an alternate model, I tell him the same thing. "Show me the cards you are using. THAT'S what I'm playing against. For all I care, you can have Lego Batman attached to your ship base."


Yup. I have repeatedly said to all those who griped about scale and model "quality issues" in STAW that you are NOT playing the ship, you are playing the base... and everyone's pieces are the same. The cards is what makes the difference.
kemikos 14935797

Mordaenor wrote:

I'm still not sure that its the same thing as Bu'Kah. Varel makes sense. Condition: You're attacked. Effect: You cancel the attack. Condition: You're attacked AGAIN. Effect: Cancel the attack again. Varel doesn't trigger off the first attack a second time, that'd be silly.

Bu'Kah triggers off a Green Maneuver, so the question still remains can he trigger his effect a second time (Repair 2) off of the same initial Green move, or would a second Green Manuever need to occur for Bu'Kah to trigger again. And I haven't seen Andrew thumbs up any of these response or chime in, so I'm guessing HE'S not even sure of what the intention was suppose to be.


The thing is, the wording "If you performed..., you may..." implies that it's not a trigger, but rather a conditional effect. As long as the condition is met, the effect is valid.

Wording such as "If you perform..., you may..." imply a trigger, and if Bu'Kah were worded this way, I would agree that she could only be re-used if the trigger happened a second time.

OK, let's look at another conditional effect: Spock says "If your ship has a (Scan) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results."

The condition here is that there is a Scan token beside your ship. It has been ruled that Spock can add his effect to two separate attacks, as long as the condition is still in effect (i.e., the Scan token is still there). First attack - Condition: There is a Scan token next to the attacking ship. Effect: Spock converts BS to Hits. Second attack - Condition: there is a Scan token next to the attacking ship. Effect: Spock converts BS to hits. This is legal.
XanderF 14938363
Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?
Magentawolf 14938410

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


I believe the consensus was that the TO should determine their criteria and make an announcement beforehand about how they will handle it. There was no official word (And likely won't be, since Andrew has always been noncommittal about the OP program), the last time we asked.
XanderF 14938452

Magentawolf wrote:

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


I believe the consensus was that the TO should determine their criteria and make an announcement beforehand about how they will handle it. There was no official word (And likely won't be, since Andrew has always been noncommittal about the OP program), the last time we asked.


Our TO has said that, without an official response, he'll be sawing the station in half and awarding half to each player.

I think he's kidding, but...

Ummm...

An official answer would be best! Ya know, just in case... wow
Illyth 14938677

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


If I were TO, I would absolutely try and get a 4th Round in of some sort. A roll-off would just be too anti-climactic and potentially heartbreaking.

As for what that fourth round would consist of, feel free to use your imagination:

Kengi 14938728

Illyth wrote:

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


If I were TO, I would absolutely try and get a 4th Round in of some sort. A roll-off would just be too anti-climactic and potentially heartbreaking.

As for what that fourth round would consist of, feel free to use your imagination:



With the other players singing / humming the classic Star Trek battle music, of course.
Mordaenor 14938870

Illyth wrote:

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


If I were TO, I would absolutely try and get a 4th Round in of some sort. A roll-off would just be too anti-climactic and potentially heartbreaking.

As for what that fourth round would consist of, feel free to use your imagination:



I think the Klingons might have some ideas.
SteRT 14940329

Mordaenor wrote:

Illyth wrote:

XanderF wrote:

Question came up on OP6 scoring for DS9.

If the top two players are tied in battle points at the end of the event (a distinct possibility at a few of our locations)...what do you do?


If I were TO, I would absolutely try and get a 4th Round in of some sort. A roll-off would just be too anti-climactic and potentially heartbreaking.

As for what that fourth round would consist of, feel free to use your imagination:



I think the Klingons might have some ideas.


Now now lets be Vulcan logical about this.

Oh who am I kidding.....FIGHT, FIGHT, FIGHT, FIGHT,.....
swingk2121 14940617
Question I was reminded about a conversation that was in the beginning of this FAQ about Counter attack. When I read the wiki there is a purposed wording that I don't understand why it is there. Counter attack stats as an action if your ship sustains damage to hull or shields you get a free attack against the attacking ship. Can this only be done once per turn and why?

Counter attack "Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."

This implies you can make 1 free attack each time your hull or shields take damage, correct?

http://boardgamegeek.com/wiki/page/STAW%3ACounter_Attack#
davedujour 14940938

swingk2121 wrote:

Question I was reminded about a conversation that was in the beginning of this FAQ about Counter attack. When I read the wiki there is a purposed wording that I don't understand why it is there. Counter attack stats as an action if your ship sustains damage to hull or shields you get a free attack against the attacking ship. Can this only be done once per turn and why?

Counter attack "Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."

This implies you can make 1 free attack each time your hull or shields take damage, correct?

http://boardgamegeek.com/wiki/page/STAW%3ACounter_Attack#


Read the FAQ: http://boardgamegeek.com/article/13270741#13270741 (That's the very first post in this thread.)


ELITE TALENT UPGRADES

2. Can the effect of Counter Attack trigger multiple times during the same round?

No. However, a player may choose to not trigger the effect if he wishes (e.g. to use the effect against a ship firing later in the round).


As to why? Because Andrew Parks said so, although there is probably a lot of discussion early in this thread if you want to go find it.
swingk2121 14941035

davedujour wrote:

swingk2121 wrote:

Question I was reminded about a conversation that was in the beginning of this FAQ about Counter attack. When I read the wiki there is a purposed wording that I don't understand why it is there. Counter attack stats as an action if your ship sustains damage to hull or shields you get a free attack against the attacking ship. Can this only be done once per turn and why?

Counter attack "Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."

This implies you can make 1 free attack each time your hull or shields take damage, correct?

http://boardgamegeek.com/wiki/page/STAW%3ACounter_Attack#


Read the FAQ: http://boardgamegeek.com/article/13270741#13270741 (That's the very first post in this thread.)


ELITE TALENT UPGRADES

2. Can the effect of Counter Attack trigger multiple times during the same round?

No. However, a player may choose to not trigger the effect if he wishes (e.g. to use the effect against a ship firing later in the round).


As to why? Because Andrew Parks said so, although there is probably a lot of discussion early in this thread if you want to go find it.


Mainly I want to know why the decision was that it could only be used once. Because this could potentially have an impact on cards like Bu'kah or Varel. The basis is the idea that once you meet the requirement then you should be able to do it when ever. Yet this is clearly an example that just meeting the requirement does not mean you can do it multiple times per turn.

Andrew please provide a ruling on Bu'kah and Varel and depending on your decision you might need to reverse your ruling on counter attack.
SteRT 14941729

swingk2121 wrote:

.........

Mainly I want to know why the decision was that it could only be used once. Because this could potentially have an impact on cards like Bu'kah or Varel. The basis is the idea that once you meet the requirement then you should be able to do it when ever. Yet this is clearly an example that just meeting the requirement does not mean you can do it multiple times per turn.

Andrew please provide a ruling on Bu'kah and Varel and depending on your decision you might need to reverse your ruling on counter attack.


While I understand where you are coming from regarding your arguement as to multiple use of cards I cannot agree with your conclusion.

Irrespective of whether two cards have similar wording or not the decisions made to clarify those cards do not necessarily have to be identical.

The clarification wouldn't be necessary in the first place if the wording wasn't slightly ambiguous under certain circumstances so it isn't logical to state that because they have similar "ambiguous" wording the games designer needs to make the same decision on clarification.

It is more sensible to take the approach adopted by Andrew Parks where he decides the needed clarification based on the original intent of the card and how powerful it becomes in the circumstances under discussion.

With regard to Counter-Attack. This is an Action and although it's effects are delayed and conditional you can still only take one of the same action each turn, hence the delayed effect of the Action can only be used once during that turn.

Neither Varel or Bu'Kah are actions and can therefore be used as many times as possible so long as the criteria for their use is met.

It seems to me that your arguement against repeated use doesn't hold when considering whether these combinations are abusive. Given the cost required to set up these specific combinations they seem to me to be too expensive and/or situational to be good value for money.

There are many cheaper ways to combat these combinations all you have to do is take them.
swingk2121 14942117

SteRT wrote:

swingk2121 wrote:

.........

Mainly I want to know why the decision was that it could only be used once. Because this could potentially have an impact on cards like Bu'kah or Varel. The basis is the idea that once you meet the requirement then you should be able to do it when ever. Yet this is clearly an example that just meeting the requirement does not mean you can do it multiple times per turn.

Andrew please provide a ruling on Bu'kah and Varel and depending on your decision you might need to reverse your ruling on counter attack.


While I understand where you are coming from regarding your arguement as to multiple use of cards I cannot agree with your conclusion.

Irrespective of whether two cards have similar wording or not the decisions made to clarify those cards do not necessarily have to be identical.

The clarification wouldn't be necessary in the first place if the wording wasn't slightly ambiguous under certain circumstances so it isn't logical to state that because they have similar "ambiguous" wording the games designer needs to make the same decision on clarification.

It is more sensible to take the approach adopted by Andrew Parks where he decides the needed clarification based on the original intent of the card and how powerful it becomes in the circumstances under discussion.

With regard to Counter-Attack. This is an Action and although it's effects are delayed and conditional you can still only take one of the same action each turn, hence the delayed effect of the Action can only be used once during that turn.

Neither Varel or Bu'Kah are actions and can therefore be used as many times as possible so long as the criteria for their use is met.

It seems to me that your arguement against repeated use doesn't hold when considering whether these combinations are abusive. Given the cost required to set up these specific combinations they seem to me to be too expensive and/or situational to be good value for money.

There are many cheaper ways to combat these combinations all you have to do is take them.


The action says when hull or shields are damaged that you get a free attack. This doesn't say once per round it says "Action: If you ship's Shields or Hull are damaged by a ship in your forward firing arc this round, you may immediately make 1 free attack against that ship. You may not make this attack if your ship is destroyed."

Although it says action it is still the same wording that if something happens then you can do _____ (fill in the blank). Same as Varel and Bu'kah they both say if _____ happens then do ______!

So I want to understand why they ruled why they did for counter attack. I agree with Andrew going back to understanding the purpose and then ruling, but these cards are all similar.
Ender02 14942252
Well look at it this way, it doesn't say "Each time your shield or hull takes damage, you get to make an attack". So basically you get hit, you opt to take your attack and the action, in this case counter attack, is completed for the turn. You could also get hit and opt not to make the attack, which leaves the action still open to use later in the turn as Andrew ruled in the FaQ.
swingk2121 14942427

Ender02 wrote:

Well look at it this way, it doesn't say "Each time your shield or hull takes damage, you get to make an attack". So basically you get hit, you opt to take your attack and the action, in this case counter attack, is completed for the turn. You could also get hit and opt not to make the attack, which leaves the action still open to use later in the turn as Andrew ruled in the FaQ.


Bu'kah says "if you performed a green maneuver this round, discard this card to repair up to 2 damage to your hull"

If we take this as it states she can only repair up 2 damage this round. That means 1 or 2 damage no more whether you use her a second time. But that's using the words in an interpreted way. I have a feeling it will come down to the term round, which on other cards (ie Martok, Gowron, etc.) means it can only be used once a round.

H00D4M4N 14942681

swingk2121 wrote:

Ender02 wrote:

Well look at it this way, it doesn't say "Each time your shield or hull takes damage, you get to make an attack". So basically you get hit, you opt to take your attack and the action, in this case counter attack, is completed for the turn. You could also get hit and opt not to make the attack, which leaves the action still open to use later in the turn as Andrew ruled in the FaQ.


Bu'kah says "if you performed a green maneuver this round, discard this card to repair up to 2 damage to your hull"

If we take this as it states she can only repair up 2 damage this round. That means 1 or 2 damage no more whether you use her a second time. But that's using the words in an interpreted way. I have a feeling it will come down to the term round, which on other cards (ie Martok, Gowron, etc.) means it can only be used once a round.



The reason why you are confused is because the initial wave did not give tokens and such for special actions (and newer waves do). So technically when you activate Counter Attack, you put a Counter Attack token beside your ship. You only have one (and you spend it when you want to use it), and it disappears at the end of the round. If you want another in the next round, then you would need to activate Counter Attack again.

But things like Varel and Donatra are different. Their wording is continuous and means they trigger when something specific happens. The wording in Attack Wing is horrible, but that's the way it is. The rule book really should have explained in detail the difference between continuous actions/effects and things that really trigger off a token, rather than making it up as we go along in an FAQ.
SteRT 14942993

swingk2121 wrote:

Ender02 wrote:

Well look at it this way, it doesn't say "Each time your shield or hull takes damage, you get to make an attack". So basically you get hit, you opt to take your attack and the action, in this case counter attack, is completed for the turn. You could also get hit and opt not to make the attack, which leaves the action still open to use later in the turn as Andrew ruled in the FaQ.


Bu'kah says "if you performed a green maneuver this round, discard this card to repair up to 2 damage to your hull"

If we take this as it states she can only repair up 2 damage this round. That means 1 or 2 damage no more whether you use her a second time. But that's using the words in an interpreted way. I have a feeling it will come down to the term round, which on other cards (ie Martok, Gowron, etc.) means it can only be used once a round.



Thisis not the same wording as Martok and Gowron the benefit they give uses the term "this round" so the ships that benefit only get 1 extra dice not 1 extra every time they attack.

Bu'Kah's benefit doesn't say this round it just says discard to heal up to 2 damage. Therefore if you have a way to stop the discard you can use the ability again.

The only time round is used is in the conditions of use i.e. if they performed a green maneuver. If you check the condition the first time you use Bu'Kah and the answer is yes, then it's still yes the second time you check.

It seems that after all of the answers we have started going round in circles on rulings that Andrew has already made albeit Weyoun and Varel as opposed to Weyoun and Bu'Kah.

I honestly don't understand trhe problem it's a nice combo but it's not that powerful.
mugato 14943629
Three questions came up tonight in a practice game.


1. Can Dukat or Picard give a free action if that action is listed on the action bar of a ship affected by Damaged Sensor Array? For example, Negvar has evade so could Picard or Dukat give it Evade or only an action not printed on the action bar?

Damaged Sensor ArrayYou cannot perform the actions listed on your Action Bar. Action: Roll 1 attack die. On a (hit) result, flip this card face down.



2. For OP5, can a captain to "beams" to DS9 use their abilities? For example, Dukat and Picard's free actions, Tomalak's defense die reduction, Worf's rerolls, etc?



3. Are there any limitations on when the Jem'Hadar Battleship can give its action to another ship? Certain phase? Not in the middle of combat? Etc?

Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an Action on their Action Bar as a free Action.
swingk2121 14943999

mugato wrote:

Three questions came up tonight in a practice game.


1. Can Dukat or Picard give a free action if that action is listed on the action bar of a ship affected by Damaged Sensor Array? For example, Negvar has evade so could Picard or Dukat give it Evade or only an action not printed on the action bar?

Damaged Sensor ArrayYou cannot perform the actions listed on your Action Bar. Action: Roll 1 attack die. On a (hit) result, flip this card face down.



2. For OP5, can a captain to "beams" to DS9 use their abilities? For example, Dukat and Picard's free actions, Tomalak's defense die reduction, Worf's rerolls, etc?



3. Are there any limitations on when the Jem'Hadar Battleship can give its action to another ship? Certain phase? Not in the middle of combat? Etc?

Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an Action on their Action Bar as a free Action.


1) I believe a ship can still perform the actions as long as they are not being taken from the ship, but rather it's up grades, as Picard has his own action bar. The difference is you can not chose to perform actions from the ships bar. (I might be wrong on this one.) from the wiki:

The free action Picard grants is not considered to come from the ship's action bar, so cannot be used with effects like the "staw:U.S.S. Enterprise". http://boardgamegeek.com/article/14303358#14303358


2.) No, people who beam over are disabled and the rule book states while cards are disabled you can not use their text. Top of page 20 in the rule book.

3.) Actions can only be taken by ships during the activation phase, unless otherwise stated. Normally each ship takes its action after becoming active (performing its movement), however Martock or the new Dominion battleship can give a ship an action later during the activation phase.

Dominion Battleship reads that you give that ship a free action during the round as long as you are within range 1-2 when the other ships is performing its actions.
Godzillafreak01 14944629
Hello everyone!

Once again just a quick rules clarification!

Can someone use an Interphase Generator when Antimatter Mines are dropped?

I know no defense dice are rolled, but they can still "defend," right?

Thanks again!

Drew
koku_ryu 14946261
Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?
swingk2121 14946415

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.
mugato 14946417

swingk2121 wrote:

mugato wrote:


2. For OP5, can a captain to "beams" to DS9 use their abilities? For example, Dukat and Picard's free actions, Tomalak's defense die reduction, Worf's rerolls, etc?


2.) No, people who beam over are disabled and the rule book states while cards are disabled you can not use their text. Top of page 20 in the rule book.


So, if they are truly disabled, that would mean that GenCon Khan's captain skill would revert back to its printed skill since his ability can't function to increase his printed ability.

swingk2121 wrote:

mugato wrote:


3. Are there any limitations on when the Jem'Hadar Battleship can give its action to another ship? Certain phase? Not in the middle of combat? Etc?


Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an Action on their Action Bar as a free Action.
3.) Actions can only be taken by ships during the activation phase, unless otherwise stated. Normally each ship takes its action after becoming active (performing its movement), however Martock or the new Dominion battle cruiser can give a ship an action later during the activation phase.


Here's another way to word what I'm asking: Is "Each round" an otherwise stated situation/timing or only in the battleship's activation?
koku_ryu 14946533

swingk2121 wrote:

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.


Except you can measure range at any time. If it weren't for the fact that the distance was a tie, the decision would be easy.
If I can measure range at any time, why would I need to wait until the tokens turn to see who it's firing on. I should know if I'm going to be in range or not.
koku_ryu 14946582

mugato wrote:




3. Are there any limitations on when the Jem'Hadar Battleship can give its action to another ship? Certain phase? Not in the middle of combat? Etc?

Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an Action on their Action Bar as a free Action.


The Jem'Hadar ship getting the action uses it during it's own activation phase, similar to how you choose when to use the free action from the Strike Force admirals orders
Mordaenor 14946681

swingk2121 wrote:

3.) Actions can only be taken by ships during the activation phase, unless otherwise stated. Normally each ship takes its action after becoming active (performing its movement), however Martock or the new Dominion battle cruiser can give a ship an action later during the activation phase.


Actually that is not accurate. Unlike Martok and the Indy-Evade Flagship, the Dominion Battleship does not say "After you move"

Unless the card specifically says otherwise, a ship takes its free action on its own activation, not during the activation of the card granting the free action.

http://www.boardgamegeek.com/wiki/page/STAW:4th_Division_Battleship
swingk2121 14946724

koku_ryu wrote:

swingk2121 wrote:

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.


Except you can measure range at any time. If it weren't for the fact that the distance was a tie, the decision would be easy.
If I can measure range at any time, why would I need to wait until the tokens turn to see who it's firing on. I should know if I'm going to be in range or not.


As I mention you can use the ruler to measure your distance, but the closest target isn't determined till all ships fire. For example let's say you were range 1 and another ship was touching the OWP, all your ships fire and the ship touching the OWP is destroyed. Now your ship is closest meaning you would take the attack. Or you attack the OWP and destroy it now you don't need to worry. This is why closest is determined after all ships have attacked.

Mordaenor 14946756

koku_ryu wrote:

swingk2121 wrote:

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.


Except you can measure range at any time. If it weren't for the fact that the distance was a tie, the decision would be easy.
If I can measure range at any time, why would I need to wait until the tokens turn to see who it's firing on. I should know if I'm going to be in range or not.


Your TO was correct. In the case of a Tie, the roll off is done when the OWP fires. That's the risk you take, eliminate the enemy or play it safe and protect your own ships.
davedujour 14946767

koku_ryu wrote:

swingk2121 wrote:

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.


Except you can measure range at any time. If it weren't for the fact that the distance was a tie, the decision would be easy.
If I can measure range at any time, why would I need to wait until the tokens turn to see who it's firing on. I should know if I'm going to be in range or not.


You can measure the range at any time, yes, but the actual range that's used for shooting is the range immediately before the shooting happens. Since the OWPs shoot last, you'd determine which ship was shot at by the OWPs immediately before they shoot, not at some earlier time.

Basically, the decision of which ship to shoot at isn't made until it's time to shoot. Whichever ship is closest at that point in time is the ship that gets shot at.
koku_ryu 14946795

swingk2121 wrote:

koku_ryu wrote:

swingk2121 wrote:

koku_ryu wrote:

Question that came up in last night's op5. My opponents Enterprise D was the closest ship to an PDT. The position of next closest ship was a tie between my Jem'hadar attack ship and my opponent's defiant. (measured by a tape measure.)

the rest of my ships were in a position to destroy the Enterprise, but I didn't want to do that if my attack ship would be fired on by the token.

We decided to roll off, but the TO decided to wait for the roll off until after the Enterprise was destroyed. (which it wouldn't have been if I was to be fired upon.) I lost the roll, and my attack ship was destroyed when the token fired.

My question is, when would the distance tie be determined, when the token actually fires, or when the target of the token heavily affects a players decision?


Ranging can be done whenever you are performing ____. In other words if you are going to target lock or attack or anything else that requires distance be measured, that is when you would use the range ruler.

Because the OWP in OP5 are the last to fire they would use the range ruler after all the attacks have been completed. You could have checked distance from your ship when your ship was attacking to determine which target you wanted your ship to attack (OWP or Ent. D). But OWP check distance right before they fire, meaning after all other ships fire for the reasons you hinted at. The closest ship could be destroyed before the OWPs turn and then you have to find the next closest. Unfortunately the rules don't say what to do if ships are equal distance, but a roll off seems like an option to determine which would take the attack.


Except you can measure range at any time. If it weren't for the fact that the distance was a tie, the decision would be easy.
If I can measure range at any time, why would I need to wait until the tokens turn to see who it's firing on. I should know if I'm going to be in range or not.


As I mention you can use the ruler to measure your distance, but the closest target isn't determined till all ships fire. For example let's say you were range 1 and another ship was touching the OWP, all your ships fire and the ship touching the OWP is destroyed. Now your ship is closest meaning you would take the attack. Or you attack the OWP and destroy it now you don't need to worry. This is why closest is determined after all ships have attacked.



Except the order of which ships are closest should always be known. Just as the order that ships move is always known, and the order that they fire. Initiative is always determined at the start of the game, not when it happens to come up.
rangarth 14946801

Godzillafreak01 wrote:

Hello everyone!

Once again just a quick rules clarification!

Can someone use an Interphase Generator when Antimatter Mines are dropped?

I know no defense dice are rolled, but they can still "defend," right?

Thanks again!

Drew


Your answer is here. http://boardgamegeek.com/thread/1103163/interphase-generator

Basically you can use it on the initial drop of the Anitmatter mines but not when you run thru mines.
paulsk 14948914

swingk2121 wrote:

Although it says action it is still the same wording that if something happens then you can do _____ (fill in the blank). Same as Varel and Bu'kah they both say if _____ happens then do ______!

So I want to understand why they ruled why they did for counter attack. I agree with Andrew going back to understanding the purpose and then ruling, but these cards are all similar.


Andrew's decision on Counterattack was basically that there is wording missing from the card, that wording being a once-per-round limit. Maybe Andrew will tell us that Bu'kah is also missing wording for a once-per-turn limit. But until he does, there is nothing in the existing rules system that prevents Bu'kah from being used more than once.

(and since I don't expect this to cause any trouble for the game, it would be better to leave Bu'kah alone to avoid having another card that doesn't quite mean what it says)
csimian 14949985
OP6 + Superior Intellect

What happens if I use Superior Intellect on a ship that has beamed down an away team to DS9 to grab one of their crew? Do I suddenly have an away team there too; like Chekov and Terell on Regula One? That could be a quick way to ensure DS9 is contested for at least one turn (provided they send a crew upgrade down).
Mordaenor 14950161

csimian wrote:

OP6 + Superior Intellect

What happens if I use Superior Intellect on a ship that has beamed down an away team to DS9 to grab one of their crew? Do I suddenly have an away team there too; like Chekov and Terell on Regula One? That could be a quick way to ensure DS9 is contested for at least one turn (provided they send a crew upgrade down).


Remember to quote card text when submitting questions like this:

"Action: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 faceup Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restriction. "

However, the last page of the OP rules specifically states:

NOTE: Away Team Captain and [Crew] Upgrade Cards cannot be targeted by any other cards or effects from any ships.
Andrew Parks 14950261
Thanks for the discussion about Bu'Kah. I appreciate the position of those who have differing opinions.

I can confirm that you can use Bu'Kah multiple times during the turn after you performed the Green Maneuver, assuming you have a way to preserve the card after using its ability.

PublicTimeline 14951075
1. If you perform a come-about but bump another ship in doing so, does your ship fail to turn around as well? or does it get placed where it needs to as a result of overlapping, then turn around?

2. Are the full Astern maneuvers granted by the new elite talent "Double Back" considered to be red maneuvers?

davedujour 14951306

PublicTimeline wrote:

1. If you perform a come-about but bump another ship in doing so, does your ship fail to turn around as well? or does it get placed where it needs to as a result of overlapping, then turn around?

2. Are the full Astern maneuvers granted by the new elite talent "Double Back" considered to be red maneuvers?



1. This is answered in the rule book. Page 18.
Andrew Parks 14951402
Re: Tiebreakers in OP 6

Ties are ultimately up to the store/tournament organizer to determine best method.

That is the official word and therefore TOs should implement the method that they feel is the most fair.

Andrew

Andrew Parks 14951446

PublicTimeline wrote:

1. If you perform a come-about but bump another ship in doing so, does your ship fail to turn around as well? or does it get placed where it needs to as a result of overlapping, then turn around?

2. Are the full Astern maneuvers granted by the new elite talent "Double Back" considered to be red maneuvers?



1. As per the rulebook, your ship does not turn around if you bump during a Come About.

2. No. Since the card doesn't specify, it is considered a standard (White) maneuver.
PublicTimeline 14953024

davedujour wrote:


1. This is answered in the rule book. Page 18.


The rulebook is sometimes confusing since it seems a single subject, such as movement, will have its rules split into multiple separate sections.
delta_angelfire 14953626
Question got lost a long time ago in the thread, but can you use Bu'Kah after you take damage, but before that damage would destroy your ship?
swingk2121 14953882

delta_angelfire wrote:

Question got lost a long time ago in the thread, but can you use Bu'Kah after you take damage, but before that damage would destroy your ship?


Bu'kah reads repair two hull damage. This would mean your ship would have already received the damage, and ships are destroyed as soon as they have 0 hull left. Therefor if your ship is destroyed she can not then repair damage after you take it. Critical hits are also an immediate response so if a crit deals an extra damage that then takes your hull to zero it is still destroyed.

Luckily Bu'kah is worded the same as Mirok which means you can choose which damage to remove (crit or hit)!

For it to stop a ship from receiving damage it would have to be worded more like interphase generator that cancels all but one hit meaning you take one damage. This would also place restrictions on when Bu'kah could be used. But damage the word hit vs damage imply different stages of battle.
Andrew Parks 14954585

swingk2121 wrote:

delta_angelfire wrote:

Question got lost a long time ago in the thread, but can you use Bu'Kah after you take damage, but before that damage would destroy your ship?


Bu'kah reads repair two hull damage. This would mean your ship would have already received the damage, and ships are destroyed as soon as they have 0 hull left. Therefor if your ship is destroyed she can not then repair damage after you take it. Critical hits are also an immediate response so if a crit deals an extra damage that then takes your hull to zero it is still destroyed.

Luckily Bu'kah is worded the same as Mirok which means you can choose which damage to remove (crit or hit)!

For it to stop a ship from receiving damage it would have to be worded more like interphase generator that cancels all but one hit meaning you take one damage. This would also place restrictions on when Bu'kah could be used. But damage the word hit vs damage imply different stages of battle.


Correct, if your ship receives lethal damage, it is too late for Bu'kah to effect repairs.
davedujour 14955195

PublicTimeline wrote:

davedujour wrote:


1. This is answered in the rule book. Page 18.


The rulebook is sometimes confusing since it seems a single subject, such as movement, will have its rules split into multiple separate sections.


The section on page 18 is titled "Movement Rules". I don't see how that's confusing.
Umbral_necropolitan 14962719
Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"
H00D4M4N 14963804

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?
Mordaenor 14963937

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?

I Stab At Thee?
kemikos 14964179

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?


Someone had a funny idea over in the "Muon token" thread. The more general question was: Given the wording: "[Do something to] a ship at range 1", can the ship [Do something] to itself?

This obviously excludes the cards that have wording like "an enemy ship at range 1", "another ship at range 1", or "a ship at range 2-3", all of which would, of course, not allow it.
Mordaenor 14966355
During a Suicide Attack, it has been established that Mr. Spock and Boheeka can work their magic as long as the required tokens are present, even though those tokens cannot themselves effect the attack.

Mr. Spock: If your ship has a (Sensor) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.


It would follow that the Defender has the same benefits? I don't get help from an evade or cloak token, but Captain Ransom should be okay, yes?

Rudolph Ransom: When defending, if there is an [Evasive] Token beside your ship, roll +2 defense dice.
Umbral_necropolitan 14966733

kemikos wrote:

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?


Someone had a funny idea over in the "Muon token" thread. The more general question was: Given the wording: "[Do something to] a ship at range 1", can the ship [Do something] to itself?

This obviously excludes the cards that have wording like "an enemy ship at range 1", "another ship at range 1", or "a ship at range 2-3", all of which would, of course, not allow it.
Pretty much this right here is why I want to clarification on the card.

After someone mentioned using the ability on the ship with it, I wanted to know if it was possible. So in theory would the ship be able to light its own fuse for I stab at thee or still need a second to do it.
Cassiel33 14966978

Umbral_necropolitan wrote:

kemikos wrote:

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?


Someone had a funny idea over in the "Muon token" thread. The more general question was: Given the wording: "[Do something to] a ship at range 1", can the ship [Do something] to itself?

This obviously excludes the cards that have wording like "an enemy ship at range 1", "another ship at range 1", or "a ship at range 2-3", all of which would, of course, not allow it.
Pretty much this right here is why I want to clarification on the card.

After someone mentioned using the ability on the ship with it, I wanted to know if it was possible. So in theory would the ship be able to light its own fuse for I stab at thee or still need a second to do it.


I think the precedent got set with the errata to Capt. Terrell.

Original Text: "Friendly ships within Range 1 of your ship gain +1 defense die."

Errata'd Text: "All other friendly ships within Range 1 of your ship gain +1 defense die."

This suggests that the original read on Terrell's card was that he included himself, and the errata corrected this because that was not the intent. Therefore, with Muon Feedback Wave's text as written it could target itself. (unless it is errata'd also.)


stpitner 14969518
STAW:Korax vs. STAW:Shroud

Korax text:
Action: If your ship is not cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Korax and any 2 (Crew) Upgrades of your choice on the target ship.

Shroud text:
If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.

1) Would two Shroud cards be required to stop Korax fully?
2) Can the player using Korax target the same crew member twice (if the first one is stopped by a Shroud)?
3) Does the player using Korax have to declare BOTH target crew members before the other player declares which one is cancelled from Shroud or do you declare one crew member at a time? (Declare crew member / Decide if using shroud / Declare crew member / Decide if using Shroud)

*shakes fist at Conditional Surrender* lol.
Chance Gardener 14969712

Cassiel33 wrote:

Umbral_necropolitan wrote:

kemikos wrote:

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?


Someone had a funny idea over in the "Muon token" thread. The more general question was: Given the wording: "[Do something to] a ship at range 1", can the ship [Do something] to itself?

This obviously excludes the cards that have wording like "an enemy ship at range 1", "another ship at range 1", or "a ship at range 2-3", all of which would, of course, not allow it.
Pretty much this right here is why I want to clarification on the card.

After someone mentioned using the ability on the ship with it, I wanted to know if it was possible. So in theory would the ship be able to light its own fuse for I stab at thee or still need a second to do it.


I think the precedent got set with the errata to Capt. Terrell.

Original Text: "Friendly ships within Range 1 of your ship gain +1 defense die."

Errata'd Text: "All other friendly ships within Range 1 of your ship gain +1 defense die."

This suggests that the original read on Terrell's card was that he included himself, and the errata corrected this because that was not the intent. Therefore, with Muon Feedback Wave's text as written it could target itself. (unless it is errata'd also.)


So, the argument here is, since the card hasn't been errata'd, plus that with the wording of the card such that it can be used in some weird way to break a mechanic of the game for some sort of unintended combo (not unexpected - unintended), that therefore it is legal to use the card in that manner.

Hmm. So I guess a little devil's advocate here, fully admitting the scenario that it about to be presented "isn't real" because, you know, it's fiction and, you know, it's a game.

But I'm a Romulan scientist working to create an uber weapon for the Empire. I'm so brilliant that I succeed in building a small prototype.
Yet I'm so inept that I don't build in protection for the very platform that is supporting my life to resist the effects of that weapon.

"But, but, when it attacks itself that just means they disabled the safety intergluon guidewaves so it can."
To which I'd be forced to reply but that action isn't stated on the card and it if isn't stated then you can't do that and since you can't disable the safety intergluon guidewaves you therefore then can't muon your own freakin' ship.

And that is why the card doesn't specifically state "other" ships: you can't disable the safety intergluon guidewaves so the Apnex can't suffer the effects of the wave.

I mean, it's pretty clear to me that was the intent of the wording on the card and why it was worded in that manner.
Besides, mom told me if you wave yourself you could go blind.
swingk2121 14971434

OmegaDolphin wrote:

Just wanted to get some other opinions and thoughts out there on something that came up as I was analyzing attack plans and computer simulations.

During the combat phase, if there is no away team aboard DS9, no one controls it and it may make three attacks (the two pylons and the main body) with a captain skill of 1.

At the same time, it says if there are multiple away teams on the station, multiple being one from each side, it says no one is considered to be in control of the station. Does it still make attacks?

My thought is no, in the sense that the Away Teams are battling for control of the station. The scneario rules careful to say the station fires if no one is in control and there are no away teams on board.

Yet at the same time in the away team battles situation it points out in bold that no one is in control of the station, hinting back to what happens when no one is in control.

So I'm thinking no, but wanted to gauge what other players think, as it could change my strategy for this OP considerably if the station can still make three attacks while a battle rages on Ops. I mean in that scenario, both sides have a ship with disabled shields sitting right there!


I read this in another location and thought it was a valid question that I don't have an answer to. Does the station get its attacks when both players have crew on board?
Whizzwang 14971563
Short answer no.


It only attacks by itself when NO away teams are on board.

If you both have teams on board then it doesn't get to fire by itself. It does not say "if nobody controls"

Think about it as: Both sides away teams are too busy trying to kill each other to have the time to fire the weapons
Ender02 14971682

Whizzwang wrote:

Short answer no.


It only attacks by itself when NO away teams are on board.

If you both have teams on board then it doesn't get to fire by itself. It does not say "if nobody controls"

Think about it as: Both sides away teams are too busy trying to kill each other to have the time to fire the weapons


Or you could think about it this way, "Both sides away teams are too busy trying to kill each other to have the time to stop the weapons from their auto firing sequence".

It is an interesting idea and can easily be ruled either way. I want to hear an official word on this one.
H00D4M4N 14971748

Cassiel33 wrote:

Umbral_necropolitan wrote:

kemikos wrote:

H00D4M4N wrote:

Umbral_necropolitan wrote:

Quick question, can a ship target itself with a Muon Feedback Wave?


Text:
"Action: Discard this card to place a STAW:Muon Token beside a ship at Range 1. This upgrade may only be purchased for a Romulan Science Vessel"


No, but why would you want to?


Someone had a funny idea over in the "Muon token" thread. The more general question was: Given the wording: "[Do something to] a ship at range 1", can the ship [Do something] to itself?

This obviously excludes the cards that have wording like "an enemy ship at range 1", "another ship at range 1", or "a ship at range 2-3", all of which would, of course, not allow it.
Pretty much this right here is why I want to clarification on the card.

After someone mentioned using the ability on the ship with it, I wanted to know if it was possible. So in theory would the ship be able to light its own fuse for I stab at thee or still need a second to do it.


I think the precedent got set with the errata to Capt. Terrell.

Original Text: "Friendly ships within Range 1 of your ship gain +1 defense die."

Errata'd Text: "All other friendly ships within Range 1 of your ship gain +1 defense die."

This suggests that the original read on Terrell's card was that he included himself, and the errata corrected this because that was not the intent. Therefore, with Muon Feedback Wave's text as written it could target itself. (unless it is errata'd also.)




Right, but isn't that errata really unnecessary? I mean, you take the range finder, lay it next to your ship, and does itself fall in the Range 1 section? No, it doesn't. That would be a simpler ruling, and if a ship could target itself in the future then just make its text say so.
SteRT 14971784

Ender02 wrote:

Whizzwang wrote:

Short answer no.


It only attacks by itself when NO away teams are on board.

If you both have teams on board then it doesn't get to fire by itself. It does not say "if nobody controls"

Think about it as: Both sides away teams are too busy trying to kill each other to have the time to fire the weapons


Or you could think about it this way, "Both sides away teams are too busy trying to kill each other to have the time to stop the weapons from their auto firing sequence".

It is an interesting idea and can easily be ruled either way. I want to hear an official word on this one.


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".

No one controls it when:

No away team is on it OR when both sides have an away team on it.

So DS9 fires in both these instances.

chaoticdragon 14973789
A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?
stpitner 14974322

Mordaenor wrote:

If you have additional Upgrade Slots from multiple sources, can you choose the order they are added? In Specific, I'm looking at an Indy-Fed Flagship (which adds a CREW) and Weyoun 7 (which adds two CREW, at a -1 discount each). If I only add one extra CREW to the ship, can I use Weyoun's discount? Or do I have to fill the Flagship slot before I fill Weyoun's?


Novacat wrote:

There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."


I found this conversation earlier in the FAQ thread discussing Weyoun 7, and I'd like to get a follow up as the answer was taken as correct yet not thumbed by Andrew or responded to.

So my question is this:
Does Weyoun 7 give a -1 discount to any 2 Dominion [Crew] upgrades on the ship regardless of how many [Crew] are on that ship?

The specific scenario someone was asking about was a 5th Wing Patrol Ship with 1 [Crew] slot as a base. They have it Captained by Weyoun 7 to add 2 more [Crew] slots and have 2 Dominion [Crew] on the ship. Does he get -1 point to his build or -2 points? I have seen comments where there's nothing that indicates you have to fill one particular slot before you fill the others, but a clarification would be nice.

STAW:Weyoun text:
"Add up to 2 additional [crew] Upgrade slots to you ship's Upgrade Bar. The cost of these Upgrades is -1 SP each if they are Dominion [crew] Upgrades."
paulsk 14974700

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.
paulsk 14974711

H00D4M4N wrote:



Right, but isn't that errata really unnecessary? I mean, you take the range finder, lay it next to your ship, and does itself fall in the Range 1 section? No, it doesn't. That would be a simpler ruling, and if a ship could target itself in the future then just make its text say so.


A ship IS within range 1 of itself because it is not beyond range 1. Drop the range ruler in one corner of the base and trace backwards toward the opposite corner. The ship falls inside its own range band.

Thematically, this is the RIS Apnex we are talking about. It literally has an inherent self-destruct mechanic.
Chance Gardener 14974740
with the infirmities acquired?
Does that mean if it took a hit to the weapons console it'd fire less as an example?

I got the sense it was simultaneous in action, but the rolls were done Initiative 1 player then Initiative 2 player.
After, the ships were affected with the results?

I didn't think it was Initiative 1 player fires, Initiative 2 player applies results THEN Initiative 2 player fires with the results from being fired upon modifying their firing.

Or has it been ruled that there really isn't any simultaneous firing?

delta_angelfire 14974870

Chance Gardener wrote:

with the infirmities acquired?
Does that mean if it took a hit to the weapons console it'd fire less as an example?

I got the sense it was simultaneous in action, but the rolls were done Initiative 1 player then Initiative 2 player.
After, the ships were affected with the results?

I didn't think it was Initiative 1 player fires, Initiative 2 player applies results THEN Initiative 2 player fires with the results from being fired upon modifying their firing.

Or has it been ruled that there really isn't any simultaneous firing?


http://boardgamegeek.com/article/14034907#14034907

Andrew Parks wrote:

Magentawolf wrote:

Church14 wrote:


So why does the opposite situation let this apply?

Situation 2:
F9 uses BoF with F6. K9 is destroyed. Because of simultaneous fire rules, K9 gets a shot and destroys F6.

By your logic, F6 has not fired simultaneously with K9 and somehow we need to destroy F6 before it fired. I'm struggling to reconcile this one. The only way I can to to accept that F6, F9 and K9 all fire simultaneously.

I'm not trying to be irritating. I do not understand how it is possible for it to be possible and impossible (at the same time, in the same turn, using identical cards) for a skill 6 ship to fire simultaneously with a skill 9 ship.


Because, as I've mentioned elsewhere, I argue the rules as written. As currently written, the matter is cut and dried.

As another poster said, call it the 'Last Strike' instead of 'Simultanious Attack' rule if that helps your verisimilitude.


I agree that the term "Simultaneous Attack" is not the greatest. For what it's worth, this term originated in the previous system upon which Attack Wing is based.
Chance Gardener 14974890
Thank you.
I've been doing it wrong.
H00D4M4N 14975566

Chance Gardener wrote:

with the infirmities acquired?
Does that mean if it took a hit to the weapons console it'd fire less as an example?

I got the sense it was simultaneous in action, but the rolls were done Initiative 1 player then Initiative 2 player.
After, the ships were affected with the results?

I didn't think it was Initiative 1 player fires, Initiative 2 player applies results THEN Initiative 2 player fires with the results from being fired upon modifying their firing.

Or has it been ruled that there really isn't any simultaneous firing?



You have to apply everything from the first ship's attack, otherwise the other ship wouldn't be destroyed for the simultaneous attack rule to come into play. Nothing says in the rules anywhere that things are delayed. The simultaneous attack rule just stipulates that if the ship is destroyed by the same Capitán level then it can still fire (if able).
davedujour 14975716

stpitner wrote:

Mordaenor wrote:

If you have additional Upgrade Slots from multiple sources, can you choose the order they are added? In Specific, I'm looking at an Indy-Fed Flagship (which adds a CREW) and Weyoun 7 (which adds two CREW, at a -1 discount each). If I only add one extra CREW to the ship, can I use Weyoun's discount? Or do I have to fill the Flagship slot before I fill Weyoun's?


Novacat wrote:

There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."


I found this conversation earlier in the FAQ thread discussing Weyoun 7, and I'd like to get a follow up as the answer was taken as correct yet not thumbed by Andrew or responded to.

So my question is this:
Does Weyoun 7 give a -1 discount to any 2 Dominion [Crew] upgrades on the ship regardless of how many [Crew] are on that ship?

The specific scenario someone was asking about was a 5th Wing Patrol Ship with 1 [Crew] slot as a base. They have it Captained by Weyoun 7 to add 2 more [Crew] slots and have 2 Dominion [Crew] on the ship. Does he get -1 point to his build or -2 points? I have seen comments where there's nothing that indicates you have to fill one particular slot before you fill the others, but a clarification would be nice.

STAW:Weyoun text:
"Add up to 2 additional [crew] Upgrade slots to you ship's Upgrade Bar. The cost of these Upgrades is -1 SP each if they are Dominion [crew] Upgrades."


If Weyoun7 is the Captain and there are 2 Dominion Crew on the ship, it's at -1 point each, even if there's more than 2 Crew on the ship. This is an easy way to remember it.

Novacat wrote:

Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."
Kwasimoto 14975722

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack
davedujour 14975765

Kwasimoto wrote:

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack


No, he wouldn't. The Energy Dissipator token would prevent that attack. That's what the ED does. Any effects from the ship with initiative attack would happen to the second ship, even if he was destroyed.
Kwasimoto 14975923
A question for myself. If a token can only be used once for its ability or bonus Page 22.....then how would that effect second attacks or secondary torpedo launchers.

I have a scan token on my ship...after I fire my photon torpedo I use Spocks ability to change my BS's to hits. Then I fire my secondary launcher.

1) Can I use Spock's ability again on the second attack? Is it on for my turn since I met the conditions to use it?

2) Can I use another ability such as Valtaine?

3) Or is my scan token useless?

I am not required to remove it like a BS or an Evade in order to use its ability.
Kwasimoto 14975942

davedujour wrote:

Kwasimoto wrote:

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack


No, he wouldn't. The Energy Dissipator token would prevent that attack. That's what the ED does. Any effects from the ship with initiative attack would happen to the second ship, even if he was destroyed.


But the attacks are simultaineous so the defending ship has taken no hit, effect or damage. By the rulebook if he would be destroyed by the attack and meets the Captain skill requirment then he would get to make an attack that woulf fire before the attackers damage would hit.
Kwasimoto 14975972

davedujour wrote:

Kwasimoto wrote:

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack


No, he wouldn't. The Energy Dissipator token would prevent that attack. That's what the ED does. Any effects from the ship with initiative attack would happen to the second ship, even if he was destroyed.


By your logic the rule is useless because the damage from the attacker would have to hit for the defender to fire......and if enough damage to kill him happened the he would be dead thus no attack back
Ender02 14975989

Kwasimoto wrote:

davedujour wrote:

Kwasimoto wrote:

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack


No, he wouldn't. The Energy Dissipator token would prevent that attack. That's what the ED does. Any effects from the ship with initiative attack would happen to the second ship, even if he was destroyed.


But the attacks are simultaineous so the defending ship has taken no hit, effect or damage. By the rulebook if he would be destroyed by the attack and meets the Captain skill requirment then he would get to make an attack that woulf fire before the attackers damage would hit.


Andrew has ruled before that while the simultaneous rule allows a captain with an equal skill to return fire, and and all negative effects that the ship suffers from the first attack are applied. He specifically sited the critical damage card that says you get to roll no dice on your next attack as an example. If you were the second captain to fire and were hit with an ED, a critical that affected your attack, or some other effect, they would apply on your attack. It is the price of not having initiative. The simultaneous attack rule just gives you that chance to make one last ditch effort to inflict some damage, if possible, when you are about to die.
davedujour 14976088

Kwasimoto wrote:

A question for myself. If a token can only be used once for its ability or bonus Page 22.....then how would that effect second attacks or secondary torpedo launchers.

I have a scan token on my ship...after I fire my photon torpedo I use Spocks ability to change my BS's to hits. Then I fire my secondary launcher.

1) Can I use Spock's ability again on the second attack? Is it on for my turn since I met the conditions to use it?

2) Can I use another ability such as Valtaine?

3) Or is my scan token useless?

I am not required to remove it like a BS or an Evade in order to use its ability.


Spock can be used again for a second attack. The rule is that only a single card can be triggered from each token. So you can't use Mr. Spock & Geordi with only a single Scan token. But you can use Mr. Spock multiple times as long as the condition (having a Scan token by the ship) is met.

1) Is the correct answer.
Cassiel33 14976274

paulsk wrote:

H00D4M4N wrote:



Right, but isn't that errata really unnecessary? I mean, you take the range finder, lay it next to your ship, and does itself fall in the Range 1 section? No, it doesn't. That would be a simpler ruling, and if a ship could target itself in the future then just make its text say so.


A ship IS within range 1 of itself because it is not beyond range 1. Drop the range ruler in one corner of the base and trace backwards toward the opposite corner. The ship falls inside its own range band.

Thematically, this is the RIS Apnex we are talking about. It literally has an inherent self-destruct mechanic.


So it would seem a ruling would be helpful on this as it not entirely clear what is intended for the text.
H00D4M4N 14977955

Kwasimoto wrote:

davedujour wrote:

Kwasimoto wrote:

paulsk wrote:

chaoticdragon wrote:

A question which arose today:

When two captains have the same captain skill (and in this case faction ship) and due to initiative a captain with an energy dissipator fires first and hits with the weapon, does the captain going second:

A) still gets to go as firing is simultaneous on captain skill as with destroyed ships in spite the energy dampening token

or

B) as one side has initiative does the token stop the other ship firing as if it went off first?


it's B

It is never simultaneous. Even for a destroyed ship, it fires back with any infirmities it acquired.


Page 17 Simultaneous Attack Rule

" Although ships perform their attcks one at a time, ships with Captain skill equal to the active ship's Captain skill have the opportunity to attack before they destroyed"

So if the attack would kill the defending ship then in that senerio he would get a full attack


No, he wouldn't. The Energy Dissipator token would prevent that attack. That's what the ED does. Any effects from the ship with initiative attack would happen to the second ship, even if he was destroyed.


By your logic the rule is useless because the damage from the attacker would have to hit for the defender to fire......and if enough damage to kill him happened the he would be dead thus no attack back


It's not his logic, it's the rules. The Simultaneous Attack rule only lets a destroyed ship of equal Captain skill attack IF ABLE. It doesn't say that both attacks are simultaneous so any effects applied from the first attack (criticals, Energy Dampening Token, etc.) are completely ignored. This is why there is initiative, since you'd rather be firing first in these situations.

In the end, Simultaneous Attack doesn't break any of the normal rules. If you were hit with Stasis Field you still wouldn't be able to attack, it just lets you have one last shot if you can.
paulsk 14978001

Kwasimoto wrote:


But the attacks are simultaineous so the defending ship has taken no hit, effect or damage. By the rulebook if he would be destroyed by the attack and meets the Captain skill requirment then he would get to make an attack that woulf fire before the attackers damage would hit.


The key issue is that the attacks are not actually simultaneous, despite the rule's title. The attacks are sequential. The rule just allows the second attack in the sequence to happen despite being dead.
delta_angelfire 14982613
My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?
Zelladir 14982627
I have a question about movement order, initiative in movement and the intent of the rule.

From the rule book it seems that movement follows the following pattern (Numbers refer to captains skill): 1>2> ... 8>9. Then for combat you would reverse the pattern: 9>8> ... 2>1. This seems to make sense from several perspectives. First, your more skilled captains would be able to 'assess' everyone else's movements and be able to counter them, and likewise would have faster reflexes to shoot first.

The general idea being that the 'penalty' of being the last to move is then countered by being first to shoot unless we talking about Romulan commanders or GenKhan etc... Now, If I have Picard on a Fed ship and my opponent has Picard (or any other 9 Captain) on a Romulan ship, this seems to break the system.

Now, assuming the same SP totals, we no longer have a situation where the last to move is the first to shoot. According to the initiative order, the Fed ship would be higher and would move first, then the Romulan, then in combat we start at 9 and initiative again says Fed acts first. It would seem from a design point that the intention was for movement to follow an ascending captain skill AND Initiative order and the combat phase would be a reverse of that. Thoughts?
delta_angelfire 14982637

Zelladir wrote:

Thoughts?

I think that's a discussion question that should have a thread of its own, not one of the "yes/no" questions that the faq is designed for.
Ender02 14982826

delta_angelfire wrote:

Zelladir wrote:

Thoughts?

I think that's a discussion question that should have a thread of its own, not one of the "yes/no" questions that the faq is designed for.


This is an easy one for the FaQ, no discussion needed.

It's fine the way it is as explained clearly in the rule book.

Ascending order 1 thru 9 moves, then descending order 9 - 1 fires. Faction is only used in the case of ties where fleet points are also tied.
Andrew Parks 14982950

Mordaenor wrote:

During a Suicide Attack, it has been established that Mr. Spock and Boheeka can work their magic as long as the required tokens are present, even though those tokens cannot themselves effect the attack.

Mr. Spock: If your ship has a (Sensor) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.


It would follow that the Defender has the same benefits? I don't get help from an evade or cloak token, but Captain Ransom should be okay, yes?

Rudolph Ransom: When defending, if there is an [Evasive] Token beside your ship, roll +2 defense dice.


Correct.
Andrew Parks 14982981

stpitner wrote:

STAW:Korax vs. STAW:Shroud

Korax text:
Action: If your ship is not cloaked, disable all your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Discard Korax and any 2 (Crew) Upgrades of your choice on the target ship.

Shroud text:
If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.

1) Would two Shroud cards be required to stop Korax fully?
2) Can the player using Korax target the same crew member twice (if the first one is stopped by a Shroud)?
3) Does the player using Korax have to declare BOTH target crew members before the other player declares which one is cancelled from Shroud or do you declare one crew member at a time? (Declare crew member / Decide if using shroud / Declare crew member / Decide if using Shroud)

*shakes fist at Conditional Surrender* lol.


1. Yes.

2. No.

3. Both are declared, then Shroud can be used on either.
Andrew Parks 14983046

delta_angelfire wrote:

My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?


EDIT: As per today's FAQ ruling, your ship does not take damage from your own "I Stab at Thee."

Andrew
Andrew Parks 14983064

Zelladir wrote:

I have a question about movement order, initiative in movement and the intent of the rule.

From the rule book it seems that movement follows the following pattern (Numbers refer to captains skill): 1>2> ... 8>9. Then for combat you would reverse the pattern: 9>8> ... 2>1. This seems to make sense from several perspectives. First, your more skilled captains would be able to 'assess' everyone else's movements and be able to counter them, and likewise would have faster reflexes to shoot first.

The general idea being that the 'penalty' of being the last to move is then countered by being first to shoot unless we talking about Romulan commanders or GenKhan etc... Now, If I have Picard on a Fed ship and my opponent has Picard (or any other 9 Captain) on a Romulan ship, this seems to break the system.

Now, assuming the same SP totals, we no longer have a situation where the last to move is the first to shoot. According to the initiative order, the Fed ship would be higher and would move first, then the Romulan, then in combat we start at 9 and initiative again says Fed acts first. It would seem from a design point that the intention was for movement to follow an ascending captain skill AND Initiative order and the combat phase would be a reverse of that. Thoughts?


We've discussed this earlier, but I will reiterate here. "Initiative" is not an inherent advantage; it is simply a tie breaker. This use of initiative was a part of the Flight Path system before Attack Wing.

Having initiative is not the same thing as having a higher Skill. You move first (which stinks) but fire first (which is good). If you don't have initiative, you move second (which is good) but fire second (which stinks).

Hope that helps,

Andrew
Andrew Parks 14983080

paulsk wrote:

H00D4M4N wrote:



Right, but isn't that errata really unnecessary? I mean, you take the range finder, lay it next to your ship, and does itself fall in the Range 1 section? No, it doesn't. That would be a simpler ruling, and if a ship could target itself in the future then just make its text say so.


A ship IS within range 1 of itself because it is not beyond range 1. Drop the range ruler in one corner of the base and trace backwards toward the opposite corner. The ship falls inside its own range band.

Thematically, this is the RIS Apnex we are talking about. It literally has an inherent self-destruct mechanic.


EDIT: As per today's ruling, a ship can no longer target itself with a Muon token.
Zelladir 14983401

Andrew Parks wrote:

delta_angelfire wrote:

My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?


My initial thought is that since you chose to resolve the "I Stab at Thee" first, the crit would negate the text on Cheat Death. Cheat Death was triggered, but had its text negated before it was resolved.

If Cheat Death had been an Action that you activated earlier, that would be different since the Action's effect goes forward even if the Elite Talent is later negated. But in this case, you chose specifically to resolve the effects in a specific order and so it is no longer possible for the second effect to resolve successfully.

Andrew


I guess I fail to understand this question for the following reason: Why would resolving "I stab at thee' result in you getting any additional damage? It seems to proceed thus:

1. You are destroyed
2. You Trigger "I stab at thee"
3. You roll 3 attack die and inflict the damage "on all ships within range 1 of your ship" (note this is different from the Apnex, for example, which reads 'Every ship at range 1 sustains 1 damage (including this ship).' I would think that reading this as resulting in damage to your own ship as well would be erroneous, you are dead, you are not a target of this attack.
4. You trigger Cheat Death.
Kaewin 14983469

davedujour wrote:

stpitner wrote:

Mordaenor wrote:

If you have additional Upgrade Slots from multiple sources, can you choose the order they are added? In Specific, I'm looking at an Indy-Fed Flagship (which adds a CREW) and Weyoun 7 (which adds two CREW, at a -1 discount each). If I only add one extra CREW to the ship, can I use Weyoun's discount? Or do I have to fill the Flagship slot before I fill Weyoun's?


Novacat wrote:

There is no particular order in which upgrades are added to any given slot. Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."


I found this conversation earlier in the FAQ thread discussing Weyoun 7, and I'd like to get a follow up as the answer was taken as correct yet not thumbed by Andrew or responded to.

So my question is this:
Does Weyoun 7 give a -1 discount to any 2 Dominion [Crew] upgrades on the ship regardless of how many [Crew] are on that ship?

The specific scenario someone was asking about was a 5th Wing Patrol Ship with 1 [Crew] slot as a base. They have it Captained by Weyoun 7 to add 2 more [Crew] slots and have 2 Dominion [Crew] on the ship. Does he get -1 point to his build or -2 points? I have seen comments where there's nothing that indicates you have to fill one particular slot before you fill the others, but a clarification would be nice.

STAW:Weyoun text:
"Add up to 2 additional [crew] Upgrade slots to you ship's Upgrade Bar. The cost of these Upgrades is -1 SP each if they are Dominion [crew] Upgrades."


If Weyoun7 is the Captain and there are 2 Dominion Crew on the ship, it's at -1 point each, even if there's more than 2 Crew on the ship. This is an easy way to remember it.

Novacat wrote:

Weyoun's text effectively says "two of your Dominion crew upgrades are -1 SP."


Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.
kemikos 14983508

Zelladir wrote:

Andrew Parks wrote:

delta_angelfire wrote:

My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?


My initial thought is that since you chose to resolve the "I Stab at Thee" first, the crit would negate the text on Cheat Death. Cheat Death was triggered, but had its text negated before it was resolved.

If Cheat Death had been an Action that you activated earlier, that would be different since the Action's effect goes forward even if the Elite Talent is later negated. But in this case, you chose specifically to resolve the effects in a specific order and so it is no longer possible for the second effect to resolve successfully.

Andrew


I guess I fail to understand this question for the following reason: Why would resolving "I stab at thee' result in you getting any additional damage? It seems to proceed thus:

1. You are destroyed
2. You Trigger "I stab at thee"
3. You roll 3 attack die and inflict the damage "on all ships within range 1 of your ship" (note this is different from the Apnex, for example, which reads 'Every ship at range 1 sustains 1 damage (including this ship).' I would think that reading this as resulting in damage to your own ship as well would be erroneous, you are dead, you are not a target of this attack.
4. You trigger Cheat Death.


I would agree with your conclusion, but not your reasoning. A ship is within range 1 of itself; see Andrew's ruling in the post immediately above yours. Therefore, "all ships within Range 1" would include your ship.

However, ISAT isn't triggered until your ship is destroyed. Once a ship is destroyed, it wouldn't receive damage cards, would it?. Cheat Death will reverse the destroyed state, but in this example, it hasn't resolved yet.

Zelladir 14983576

kemikos wrote:

Zelladir wrote:

Andrew Parks wrote:

delta_angelfire wrote:

My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?


My initial thought is that since you chose to resolve the "I Stab at Thee" first, the crit would negate the text on Cheat Death. Cheat Death was triggered, but had its text negated before it was resolved.

If Cheat Death had been an Action that you activated earlier, that would be different since the Action's effect goes forward even if the Elite Talent is later negated. But in this case, you chose specifically to resolve the effects in a specific order and so it is no longer possible for the second effect to resolve successfully.

Andrew



I guess I fail to understand this question for the following reason: Why would resolving "I stab at thee' result in you getting any additional damage? It seems to proceed thus:

1. You are destroyed
2. You Trigger "I stab at thee"
3. You roll 3 attack die and inflict the damage "on all ships within range 1 of your ship" (note this is different from the Apnex, for example, which reads 'Every ship at range 1 sustains 1 damage (including this ship).' I would think that reading this as resulting in damage to your own ship as well would be erroneous, you are dead, you are not a target of this attack.
4. You trigger Cheat Death.


I would agree with your conclusion, but not your reasoning. A ship is within range 1 of itself; see Andrew's ruling in the post immediately above yours. Therefore, "all ships within Range 1" would include your ship.

However, ISAT isn't triggered until your ship is destroyed. Once a ship is destroyed, it wouldn't receive damage cards, would it?. Cheat Death will reverse the destroyed state, but in this example, it hasn't resolved yet.



I would agree with you, except that the Apnex specifically states that it also includes itself, setting a precedent that targeting all ships at Range X excludes oneself unless explicitly stated. Another example would be Terell: "Any friendly ship within Range 1 of your ship gains +1 defense die" It's already been ruled that this does not apply to yourself, because it does not specifically state such. Even though by your logic, I am a friendly ship and easily within range 1 of myself. The instance with a Moun token is different. You are not hitting "all ships within range 1" you are "Targeting a ship within range 1" I don't actually agree with the Moun ruling, as it doesn't make any sense.

Thematically "I stab at thee" is you going out in a blaze of glory shooting everything you can as you blow up, if someone knows a way for a ship to shoot itself with it's phaser banks, please clue me in. The same should be true of the Moun. It's like saying an F-16 (Fighter Jet) can shoot itself, cause why not? except thats not how weapons are designed, they shoot AWAY from ships, in the Mouns case, you are shooting a big ball of energy directly away from your hull, how are you intending to have it hit you? Warp in front of it?
Ender02 14983587

Zelladir wrote:

kemikos wrote:

Zelladir wrote:

Andrew Parks wrote:

delta_angelfire wrote:

My ship is destroyed, triggering the effects of both STAW:I Stab at Thee and STAW:Cheat Death simultaneously. Since they have both been triggered, if I get hit with an STAW:Injured Captain critical from the I Stab at Thee before resolving Cheat Death, will it retroactively negate Cheat Death's effect? or is this a case of "negating the source does not negate the effect"?


My initial thought is that since you chose to resolve the "I Stab at Thee" first, the crit would negate the text on Cheat Death. Cheat Death was triggered, but had its text negated before it was resolved.

If Cheat Death had been an Action that you activated earlier, that would be different since the Action's effect goes forward even if the Elite Talent is later negated. But in this case, you chose specifically to resolve the effects in a specific order and so it is no longer possible for the second effect to resolve successfully.

Andrew



I guess I fail to understand this question for the following reason: Why would resolving "I stab at thee' result in you getting any additional damage? It seems to proceed thus:

1. You are destroyed
2. You Trigger "I stab at thee"
3. You roll 3 attack die and inflict the damage "on all ships within range 1 of your ship" (note this is different from the Apnex, for example, which reads 'Every ship at range 1 sustains 1 damage (including this ship).' I would think that reading this as resulting in damage to your own ship as well would be erroneous, you are dead, you are not a target of this attack.
4. You trigger Cheat Death.


I would agree with your conclusion, but not your reasoning. A ship is within range 1 of itself; see Andrew's ruling in the post immediately above yours. Therefore, "all ships within Range 1" would include your ship.

However, ISAT isn't triggered until your ship is destroyed. Once a ship is destroyed, it wouldn't receive damage cards, would it?. Cheat Death will reverse the destroyed state, but in this example, it hasn't resolved yet.



I would agree with you, except that the Apnex specifically states that it also includes itself, setting a precedent that targeting all ships at Range X excludes oneself unless explicitly stated. Another example would be Terell: "Any friendly ship within Range 1 of your ship gains +1 defense die" It's already been ruled that this does not apply to yourself, because it does not specifically state such. Even though by your logic, I am a friendly ship and easily within range 1 of myself. The instance with a Moun token is different. You are not hitting "all ships within range 1" you are "Targeting a ship within range 1" I don't actually agree with the Moun ruling, as it doesn't make any sense.

Thematically "I stab at thee" is you going out in a blaze of glory shooting everything you can as you blow up, if someone knows a way for a ship to shoot itself with it's phaser banks, please clue me in. The same should be true of the Moun. It's like saying an F-16 (Fighter Jet) can shoot itself, cause why not? except thats not how weapons are designed, they shoot AWAY from ships, in the Mouns case, you are shooting a big ball of energy directly away from your hull, how are you intending to have it hit you? Warp in front of it?


While I agree with you, I believe that your reasoning for feeling this way is flawed. It's like they could never rig a weapon to , oh I don't know, overload on itself or anything. That's never happened in all of star trek...
Zelladir 14983622
Like... in the case of the Apnex, which does exactly that? My point is that text is built in to account for that. And shooting yourself with a phaser, bullet, energy wave... is extremely different then overloading a weapons system.
kemikos 14983803

Zelladir wrote:

I would agree with you, except that the Apnex specifically states that it also includes itself, setting a precedent that targeting all ships at Range X excludes oneself unless explicitly stated. Another example would be Terell: "Any friendly ship within Range 1 of your ship gains +1 defense die" It's already been ruled that this does not apply to yourself, because it does not specifically state such. Even though by your logic, I am a friendly ship and easily within range 1 of myself. The instance with a Moun token is different. You are not hitting "all ships within range 1" you are "Targeting a ship within range 1" I don't actually agree with the Moun ruling, as it doesn't make any sense.


What contradicts your reasoning is this part of the ruling:

Andrew Parks wrote:

Correct, a ship is technically within Range 1 of itself.


Andrew said that Terrell was worded incorrectly, and that his card should have read "...all other friendly ships...", like all of the other, similar cards such as Donatra and Gowron. As such, his text can't be considered a precedent, since it was effectively a misprint.

The Muon ruling makes perfect sense if "a ship is technically within range 1 of itself".
delta_angelfire 14983862
There are a number of cards with "reminder text". All other cards that do similar things should probably be assumed as redundant rather than exceptions. Picard and Dukat is one such case - Picard's "even if it is not on your ship's action bar" text is redundant as there was never anything in the rules that said it shouldn't work that way. The same with Worf and Attack Pattern Delta's "You must keep the results of the re-roll".
Whizzwang 14984428

SteRT wrote:


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".


This is incorrect. On the official special rules sheet for OP6, the first line of text under the DS9 special rules provides the conditional text of: If there are no Away Teams aboard DS9 during the Combat Phase, no one is considered to be in control of DS9 and it will fire

The extra conditional modifier of NO away teams is required to fire the station by itself.

SteRT 14985020

Whizzwang wrote:

SteRT wrote:


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".


This is incorrect. On the official special rules sheet for OP6, the first line of text under the DS9 special rules provides the conditional text of: If there are no Away Teams aboard DS9 during the Combat Phase, no one is considered to be in control of DS9 and it will fire

The extra conditional modifier of NO away teams is required to fire the station by itself.



I was referring to the following paragraph:

"WHEN NO ONE is in control of DS9, it can make 3 attacks every round (1 with each Pylon facing the play area and 1 from the main body of the station)."

This paragraph states the only condition for the station to make it's attacks is When NO One is in control. It does not limit this to solely when there are no away teams present.
swingk2121 14985588

SteRT wrote:

Whizzwang wrote:

SteRT wrote:


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".


This is incorrect. On the official special rules sheet for OP6, the first line of text under the DS9 special rules provides the conditional text of: If there are no Away Teams aboard DS9 during the Combat Phase, no one is considered to be in control of DS9 and it will fire

The extra conditional modifier of NO away teams is required to fire the station by itself.



I was referring to the following paragraph:

"WHEN NO ONE is in control of DS9, it can make 3 attacks every round (1 with each Pylon facing the play area and 1 from the main body of the station)."

This paragraph states the only condition for the station to make it's attacks is When NO One is in control. It does not limit this to solely when there are no away teams present.


This was my point to asking. There is no clear answer.

1) if no one controls DS9 it performs it's own attack.

2) if only 1 away team is on the station , they are considered in control of the station and perform their chosen attacks.

3) BUT if both players have away teams on the station, then NO ONE IS IN CONTROL OF THE STATION and a battle ensues on the station. Does this then mean that away teams attack each other, and since NO ONE IS IN CONTROL that the station also gets to then perform its attacks?
Magentawolf 14985666

delta_angelfire wrote:

There are a number of cards with "reminder text". All other cards that do similar things should probably be assumed as redundant rather than exceptions. Picard and Dukat is one such case - Picard's "even if it is not on your ship's action bar" text is redundant as there was never anything in the rules that said it shouldn't work that way. The same with Worf and Attack Pattern Delta's "You must keep the results of the re-roll".


This is another gripe of mine. 'Reminder' text should be differential from standard card text. Italics, parentheses, or what-have-you would prevent a number of these issues from cropping up.
TomTheCPA 14985706

Andrew Parks wrote:

Zelladir wrote:

I have a question about movement order, initiative in movement and the intent of the rule.

From the rule book it seems that movement follows the following pattern (Numbers refer to captains skill): 1>2> ... 8>9. Then for combat you would reverse the pattern: 9>8> ... 2>1. This seems to make sense from several perspectives. First, your more skilled captains would be able to 'assess' everyone else's movements and be able to counter them, and likewise would have faster reflexes to shoot first.

The general idea being that the 'penalty' of being the last to move is then countered by being first to shoot unless we talking about Romulan commanders or GenKhan etc... Now, If I have Picard on a Fed ship and my opponent has Picard (or any other 9 Captain) on a Romulan ship, this seems to break the system.

Now, assuming the same SP totals, we no longer have a situation where the last to move is the first to shoot. According to the initiative order, the Fed ship would be higher and would move first, then the Romulan, then in combat we start at 9 and initiative again says Fed acts first. It would seem from a design point that the intention was for movement to follow an ascending captain skill AND Initiative order and the combat phase would be a reverse of that. Thoughts?


We've discussed this earlier, but I will reiterate here. "Initiative" is not an inherent advantage; it is simply a tie breaker. This use of initiative was a part of the Flight Path system before Attack Wing.

Having initiative is not the same thing as having a higher Skill. You move first (which stinks) but fire first (which is good). If you don't have initiative, you move second (which is good) but fire second (which stinks).

Hope that helps,

Andrew


Yes, I agree it's inconvenient for the highest ranking captain to move their ship last ... but why is it a "penalty" for him to know exactly where every other ship has moved and taken its action(s) for the turn?

That is, you get to take your action(s) AFTER everyone else - so you know who has evade tokens, who has battlestations tokens, who's on which firing arcs, etc.

If you are "good" at flying your ship, moving last is not a penalty.

davedujour 14986172

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.
swingk2121 14986442

TomTheCPA wrote:

Andrew Parks wrote:

Zelladir wrote:

I have a question about movement order, initiative in movement and the intent of the rule.

From the rule book it seems that movement follows the following pattern (Numbers refer to captains skill): 1>2> ... 8>9. Then for combat you would reverse the pattern: 9>8> ... 2>1. This seems to make sense from several perspectives. First, your more skilled captains would be able to 'assess' everyone else's movements and be able to counter them, and likewise would have faster reflexes to shoot first.

The general idea being that the 'penalty' of being the last to move is then countered by being first to shoot unless we talking about Romulan commanders or GenKhan etc... Now, If I have Picard on a Fed ship and my opponent has Picard (or any other 9 Captain) on a Romulan ship, this seems to break the system.

Now, assuming the same SP totals, we no longer have a situation where the last to move is the first to shoot. According to the initiative order, the Fed ship would be higher and would move first, then the Romulan, then in combat we start at 9 and initiative again says Fed acts first. It would seem from a design point that the intention was for movement to follow an ascending captain skill AND Initiative order and the combat phase would be a reverse of that. Thoughts?


We've discussed this earlier, but I will reiterate here. "Initiative" is not an inherent advantage; it is simply a tie breaker. This use of initiative was a part of the Flight Path system before Attack Wing.

Having initiative is not the same thing as having a higher Skill. You move first (which stinks) but fire first (which is good). If you don't have initiative, you move second (which is good) but fire second (which stinks).

Hope that helps,

Andrew


Yes, I agree it's inconvenient for the highest ranking captain to move their ship last ... but why is it a "penalty" for him to know exactly where every other ship has moved and taken its action(s) for the turn?

That is, you get to take your action(s) AFTER everyone else - so you know who has evade tokens, who has battlestations tokens, who's on which firing arcs, etc.

If you are "good" at flying your ship, moving last is not a penalty.



Best example I have is my lower ranked captains move and are out of range 3 so they can't take a target lock. When the higher ranked captains move, they are now in range 3 target lock!

So being able to move last and shoot first is by fare the best possibility, but it's not something a crappy flyer should choose.

Flying smart for the win!
bhosp 14986875

swingk2121 wrote:

Best example I have is my lower ranked captains move and are out of range 3 so they can't take a target lock. When the higher ranked captains move, they are now in range 3 target lock!

So being able to move last and shoot first is by fare the best possibility, but it's not something a crappy flyer should choose.

Flying smart for the win!


The Target Lock disadvantage is one of the main reasons why cheap ships (like D7's) with cheap captains and a Torpedo need something that allows them to target lock later in the Activation phase (like 8-skill Martok or that one Flagship).

On the other hand, there are occasionally times where a low-skill Captain pays off--Projected Stasis Field can potentially prevent a ship from cloaking.
Andrew Parks 14986887

TomTheCPA wrote:

Andrew Parks wrote:

Zelladir wrote:

I have a question about movement order, initiative in movement and the intent of the rule.

From the rule book it seems that movement follows the following pattern (Numbers refer to captains skill): 1>2> ... 8>9. Then for combat you would reverse the pattern: 9>8> ... 2>1. This seems to make sense from several perspectives. First, your more skilled captains would be able to 'assess' everyone else's movements and be able to counter them, and likewise would have faster reflexes to shoot first.

The general idea being that the 'penalty' of being the last to move is then countered by being first to shoot unless we talking about Romulan commanders or GenKhan etc... Now, If I have Picard on a Fed ship and my opponent has Picard (or any other 9 Captain) on a Romulan ship, this seems to break the system.

Now, assuming the same SP totals, we no longer have a situation where the last to move is the first to shoot. According to the initiative order, the Fed ship would be higher and would move first, then the Romulan, then in combat we start at 9 and initiative again says Fed acts first. It would seem from a design point that the intention was for movement to follow an ascending captain skill AND Initiative order and the combat phase would be a reverse of that. Thoughts?


We've discussed this earlier, but I will reiterate here. "Initiative" is not an inherent advantage; it is simply a tie breaker. This use of initiative was a part of the Flight Path system before Attack Wing.

Having initiative is not the same thing as having a higher Skill. You move first (which stinks) but fire first (which is good). If you don't have initiative, you move second (which is good) but fire second (which stinks).

Hope that helps,

Andrew


Yes, I agree it's inconvenient for the highest ranking captain to move their ship last ... but why is it a "penalty" for him to know exactly where every other ship has moved and taken its action(s) for the turn?

That is, you get to take your action(s) AFTER everyone else - so you know who has evade tokens, who has battlestations tokens, who's on which firing arcs, etc.

If you are "good" at flying your ship, moving last is not a penalty.



I think you misread my post. I specifically said that moving second is good.
Omen 14987464
Does conditional surrender cancel both attacks on ferengi missle launchers?

"Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc. Roll 2 attack dice for each of these attacks. Any [Critical] resulst that would damage an opponent's Shields inflict critical damage to that ship's Hull instead."

The way I read it is that it does not cancel the whole attack, only the one that targets the ship with conditional surrender on it.
kemikos 14987670

Omen wrote:

Does conditional surrender cancel both attacks on ferengi missle launchers?

"Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc. Roll 2 attack dice for each of these attacks. Any [Critical] resulst that would damage an opponent's Shields inflict critical damage to that ship's Hull instead."

The way I read it is that it does not cancel the whole attack, only the one that targets the ship with conditional surrender on it.


Missile Launchers say "Make 2 attacks". Conditional Surrender says "cancel the attack" (i.e., one attack). So as I read it, CS would only cancel one of the two ML attacks. If you're firing at two different ships, only the one aimed at the ship with CS would be cancelled. As far as I can tell, you could also target the ship with CS on it twice, and one attack would go through.
Kaewin 14987837

davedujour wrote:

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.


Again then it is poor writing because if that was the case it should have read "Weyoun can give a -1sp cost up to 2 Dominion crew only". The way it is written implies a process. "First do X then do y" not "you get X+Y AND save -1sp". That might be the intent but that is not what it says. It says you must do x then y. It is a math problem. If you don't use the 2st slots how can the others be "Additional" because the argument is they want to use the additional slots first before the primary. And to go back to the rules where does it say you slot extra before primary?
Andrew Parks 14988212
Chris and I spent some time this morning discussing the issue of ships within range of themselves, and have concluded that this will not be allowed.

I have added the following entry to the FAQ today:


19. Is a ship considered to be in range of itself for targeting purposes?

No, if a ship's effect must be directed at ships within a certain range, the ship cannot target itself with that effect.


For example, this means that:

1) You can't place a Muon Token on yourself.

2) A ship using "I Stab at Thee" does not damage itself.

Thanks,

Andrew


davedujour 14988596

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.


Again then it is poor writing because if that was the case it should have read "Weyoun can give a -1sp cost up to 2 Dominion crew only". The way it is written implies a process. "First do X then do y" not "you get X+Y AND save -1sp". That might be the intent but that is not what it says. It says you must do x then y. It is a math problem. If you don't use the 2st slots how can the others be "Additional" because the argument is they want to use the additional slots first before the primary. And to go back to the rules where does it say you slot extra before primary?


There are no rules stating that Upgrades must fill the available slots in a specific order.
Prion1234 14995063
Would the Koranak piloted by Gul Danar using Scan Action for it's 2 ship attack gain Danar's reroll on both attacks?

Koranak: Instead of making a normal attack, you my spend a [SCAN] Token to attack 2 different ships with your primary weapon at -2 attack dice each.

Gul Danar: When attacking, you may re-roll 1 blank result.
delta_angelfire 14995190
STAW:Koranak
Continuous effects (like Gul Danar) would apply to each of the attacks. http://boardgamegeek.com/article/13986334#13986334
Godzillafreak01 14995258
So my friend is being really snooty and says the cloaked mines have to be placed wholly within range 2 of my ship 100%.

I come across this question a lot because I run antimatter mines and I assume the two work the same way? So I could place part of my mines in range 2 and the rest in the "range" 3 area?

Thanks for a quick answer guys!

Drew
swingk2121 14995319

Godzillafreak01 wrote:

So my friend is being really snooty and says the cloaked mines have to be placed wholly within range 2 of my ship 100%.

I come across this question a lot because I run antimatter mines and I assume the two work the same way? So I could place part of my mines in range 2 and the rest in the "range" 3 area?

Thanks for a quick answer guys!

Drew


The last point states it must only partially be in range 2 as long as it is not in range 2 of an enemy ship. See web page below. I have also placed a reference card someone made.

http://boardgamegeek.com/wiki/page/STAW%3ACloaked_Mines#

TheWaspinator 14995664
Look under WEAPON UPGRADES in the first post.

7. Must the Antimatter Mines be placed entirely within the Range 1 portion of my rear firing arc?

No, the Antimatter Mines can be placed anywhere that is at least partially in the Range 1 portion of your rear firing arc.
koku_ryu 14996106

swingk2121 wrote:

SteRT wrote:

Whizzwang wrote:

SteRT wrote:


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".


This is incorrect. On the official special rules sheet for OP6, the first line of text under the DS9 special rules provides the conditional text of: If there are no Away Teams aboard DS9 during the Combat Phase, no one is considered to be in control of DS9 and it will fire

The extra conditional modifier of NO away teams is required to fire the station by itself.



I was referring to the following paragraph:

"WHEN NO ONE is in control of DS9, it can make 3 attacks every round (1 with each Pylon facing the play area and 1 from the main body of the station)."

This paragraph states the only condition for the station to make it's attacks is When NO One is in control. It does not limit this to solely when there are no away teams present.


This was my point to asking. There is no clear answer.

1) if no one controls DS9 it performs it's own attack.

2) if only 1 away team is on the station , they are considered in control of the station and perform their chosen attacks.

3) BUT if both players have away teams on the station, then NO ONE IS IN CONTROL OF THE STATION and a battle ensues on the station. Does this then mean that away teams attack each other, and since NO ONE IS IN CONTROL that the station also gets to then perform its attacks?


Hoping Andrew can answer this before the first run of the OP on Saturday.
aaron2310 14996718
Quick Q in regards to OP5.

For OWP placement it says can't be within 12 inches of either players starting edge.

Is this the edge of the starting area or the edge of the mat?

Thanks
kemikos 14996928

aaron2310 wrote:

Quick Q in regards to OP5.

For OWP placement it says can't be within 12 inches of either players starting edge.

Is this the edge of the starting area or the edge of the mat?

Thanks


Edge of the mat. Rules of Play, p.6, #4.
TomTheCPA 14997714

Andrew Parks wrote:

TomTheCPA wrote:



Yes, I agree it's inconvenient for the highest ranking captain to move their ship last ... but why is it a "penalty" for him to know exactly where every other ship has moved and taken its action(s) for the turn?

That is, you get to take your action(s) AFTER everyone else - so you know who has evade tokens, who has battlestations tokens, who's on which firing arcs, etc.

If you are "good" at flying your ship, moving last is not a penalty.



I think you misread my post. I specifically said that moving second is good.


sorry, no, didn't misread, was wanting to agree and emphasize (and to disagree with the original poster, my writing was sloppy, sorry)
delta_angelfire 14999766

Godzillafreak01 wrote:

So my friend is being really snooty and says the cloaked mines have to be placed wholly within range 2 of my ship 100%.

I come across this question a lot because I run antimatter mines and I assume the two work the same way? So I could place part of my mines in range 2 and the rest in the "range" 3 area?

Thanks for a quick answer guys!

Drew


STAW:Cloaked Mines
it only must be partially in range 2
http://boardgamegeek.com/article/13930693#13930693
Andrew Parks 15005740

koku_ryu wrote:

swingk2121 wrote:

SteRT wrote:

Whizzwang wrote:

SteRT wrote:


The only wording used in the scenario rules for month 6 regarding when DS9 fires is "When No One Controls DS9".


This is incorrect. On the official special rules sheet for OP6, the first line of text under the DS9 special rules provides the conditional text of: If there are no Away Teams aboard DS9 during the Combat Phase, no one is considered to be in control of DS9 and it will fire

The extra conditional modifier of NO away teams is required to fire the station by itself.



I was referring to the following paragraph:

"WHEN NO ONE is in control of DS9, it can make 3 attacks every round (1 with each Pylon facing the play area and 1 from the main body of the station)."

This paragraph states the only condition for the station to make it's attacks is When NO One is in control. It does not limit this to solely when there are no away teams present.


This was my point to asking. There is no clear answer.

1) if no one controls DS9 it performs it's own attack.

2) if only 1 away team is on the station , they are considered in control of the station and perform their chosen attacks.

3) BUT if both players have away teams on the station, then NO ONE IS IN CONTROL OF THE STATION and a battle ensues on the station. Does this then mean that away teams attack each other, and since NO ONE IS IN CONTROL that the station also gets to then perform its attacks?


Hoping Andrew can answer this before the first run of the OP on Saturday.


I have confirmed that if DS9 has multiple Away Teams aboard, its weapons still fire because it is not being controlled.
SteRT 15005790

Andrew Parks wrote:

Chris and I spent some time this morning discussing the issue of ships within range of themselves, and have concluded that this will not be allowed.

I have added the following entry to the FAQ today:


19. Is a ship considered to be in range of itself for targeting purposes?

No, if a ship's effect must be directed at ships within a certain range, the ship cannot target itself with that effect.


For example, this means that:

1) You can't place a Muon Token on yourself.

2) A ship using "I Stab at Thee" does not damage itself.

Thanks,

Andrew




Presumably, as usual, though specific card text could breach this rule.

For example the Blockade card that comes with the Akorem prize ship:

"ACTION: Discard this card to target all friendly ships within Range 1 of your ship (including your ship). Target ships gain +1 Attack die and +1 Defense die this round."

(Emphasis in Bold added by me)
Andrew Parks 15005913
Correct. You will also see other cards coming down the pipe that specify "(including your ship)" when you can be the legal recipient of one of your own area of effect abilities.
shinzonhb 15009046
AO Strike Force.

Do i still get the free action when my second ship is destroyed or does the text only refers to the creation of my fleet. (as i suspect but i´d like to have this clarifyt)
paulsk 15010037

shinzonhb wrote:

AO Strike Force.

Do i still get the free action when my second ship is destroyed or does the text only refers to the creation of my fleet. (as i suspect but i´d like to have this clarifyt)


The card says the benefits apply "While the Strike Force Order is part of your fleet" not while you continue to have two ships. Two ships is just the prereq for bringing the order in the first place: "You may only deploy this order if your Fleet includes exactly 2 ships."
dstair2002 15011619
For example the Blockade card that comes with the Akorem prize ship:

"ACTION: Discard this card to target all friendly ships within Range 1 of your ship (including your ship). Target ships gain +1 Attack die and +1 Defense die this round."

IS this a continuous Bonus say for like Quantum Torpedos +1 and Secondary Torpedo Launcher +1
davedujour 15011681

dstair2002 wrote:

For example the Blockade card that comes with the Akorem prize ship:

"ACTION: Discard this card to target all friendly ships within Range 1 of your ship (including your ship). Target ships gain +1 Attack die and +1 Defense die this round."

IS this a continuous Bonus say for like Quantum Torpedos +1 and Secondary Torpedo Launcher +1


No. it says "+1 Attack die...this round". That means it gets 1 additional die total no matter how many attacks it takes. The "this round" phrase is the key.
jonnyd76 15011692

dstair2002 wrote:

For example the Blockade card that comes with the Akorem prize ship:

"ACTION: Discard this card to target all friendly ships within Range 1 of your ship (including your ship). Target ships gain +1 Attack die and +1 Defense die this round."

IS this a continuous Bonus say for like Quantum Torpedos +1 and Secondary Torpedo Launcher +1


I assume its like every other "+1 (x) die this round", you choose when to add it, and it only happens once in the case of multiple attacks or multiple defenses.
dstair2002 15011969
So Donatra "All other friendly ships within Range 1 of your ship gain +1 attack die."
is continuous and Gowron "Action: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round."

is not?
davedujour 15012328

dstair2002 wrote:

So Donatra "All other friendly ships within Range 1 of your ship gain +1 attack die."
is continuous and Gowron "Action: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round."

is not?


Correct.
rangarth 15012688

dstair2002 wrote:

So Donatra "All other friendly ships within Range 1 of your ship gain +1 attack die."
is continuous and Gowron "Action: All other friendly Klingon ships within Range 1-2 of your ship gain +1 attack die this round."

is not?


From the FAQ Section 1

9. When a card ability allows a player to gain a certain number of attack or defense dice "this round" (for example, Scotty), how does this work?

For attack dice, this allows the player to add that many attack dice (in total) to his attack rolls during that round's Combat Phase. If a player is able to make multiple attacks during the same Combat Phase, the player may choose when to add the bonus attack dice. These dice can even be added to Secondary Weapon attacks.

For defense dice, this allows the player to add that many defense dice (in total) to his defense rolls during that round's Combat Phase. If the player is attacked multiple times during the same Combat Phase, the player can choose when to add the bonus defense dice.

Note that this type of text is different from a continuous bonus which does not use the phrase "this round" (for example, the text on Donatra or Terrell). A continuous bonus applies to all attack and defense rolls made by the affected ships during that round.

Novacat 15015207
Question about token-triggered abilities.

We know that a single token can trigger only one ability per attack, so you can't use Spock and Valtane on the same attack, for example. However, if you have two of the same token, somehow, it can trigger two different upgrades on the same attack. My question is thus:

Can two of the same token trigger the same ability TWICE in a single attack?

Example: Data puts two evade tokens by his ship, captained by Rudolph Ransom ("When defending, if there is an [evade] token beside your ship, roll +2 defense dice."). Would that ship then roll +2 defense dice PER TOKEN?

Another example: A ship has two scan tokens (by whatever means that can be accomplished), and has Valtane aboard ("If your ship has a [scan] token beside it when you attack, you may re-roll up to 2 of your attack dice."). Can that ship then re-roll 2 attack dice PER TOKEN?
da40korks 15015623
Question about Bu'Kah. do you get to choose which damage cards are removed? does that include crits?
Novacat 15015712

da40korks wrote:

Question about Bu'Kah. do you get to choose which damage cards are removed? does that include crits?

Yes, and yes.
da40korks 15015758

Novacat wrote:

da40korks wrote:

Question about Bu'Kah. do you get to choose which damage cards are removed? does that include crits?

Yes, and yes.


that's awesome. Thought of another question..when can it be used? Like can I discard the card during the planning phase to avoid having to roll a WCB?
Novacat 15015810

da40korks wrote:

Novacat wrote:

da40korks wrote:

Question about Bu'Kah. do you get to choose which damage cards are removed? does that include crits?

Yes, and yes.


that's awesome. Thought of another question..when can it be used? Like can I discard the card during the planning phase to avoid having to roll a WCB?

Any time you like, as long as you have performed a green maneuver the round you use it. So you can't use it during the planning phase, since you won't have performed a maneuver yet.

You can, however, use it during the cleanup step of the previous round, if you did a green maneuver.
kemikos 15015860

Novacat wrote:

Question about token-triggered abilities.

We know that a single token can trigger only one ability per attack, so you can't use Spock and Valtane on the same attack, for example. However, if you have two of the same token, somehow, it can trigger two different upgrades on the same attack. My question is thus:

Can two of the same token trigger the same ability TWICE in a single attack?

Example: Data puts two evade tokens by his ship, captained by Rudolph Ransom ("When defending, if there is an [evade] token beside your ship, roll +2 defense dice."). Would that ship then roll +2 defense dice PER TOKEN?

Another example: A ship has two scan tokens (by whatever means that can be accomplished), and has Valtane aboard ("If your ship has a [scan] token beside it when you attack, you may re-roll up to 2 of your attack dice."). Can that ship then re-roll 2 attack dice PER TOKEN?


No. The tokens are conditions of the effects, not the triggers. The trigger for Ransom is "when defending", and Valtane's is "when you attack". In the same way that the Valdore can't get two bonuses per round by taking two green maneuvers, Ransom and Valdane only care that the condition has happened, not how many times it has happened.

If there were an ability that triggered off of placing an evade token then Data would trigger that ability twice. I don't believe there currently is anything that does, though. If there were, it would be worded something like, "When you place an [EVADE] token beside your ship..."
davedujour 15016110

kemikos wrote:

Novacat wrote:

Question about token-triggered abilities.

We know that a single token can trigger only one ability per attack, so you can't use Spock and Valtane on the same attack, for example. However, if you have two of the same token, somehow, it can trigger two different upgrades on the same attack. My question is thus:

Can two of the same token trigger the same ability TWICE in a single attack?

Example: Data puts two evade tokens by his ship, captained by Rudolph Ransom ("When defending, if there is an [evade] token beside your ship, roll +2 defense dice."). Would that ship then roll +2 defense dice PER TOKEN?

Another example: A ship has two scan tokens (by whatever means that can be accomplished), and has Valtane aboard ("If your ship has a [scan] token beside it when you attack, you may re-roll up to 2 of your attack dice."). Can that ship then re-roll 2 attack dice PER TOKEN?


No. The tokens are conditions of the effects, not the triggers. The trigger for Ransom is "when defending", and Valtane's is "when you attack". In the same way that the Valdore can't get two bonuses per round by taking two green maneuvers, Ransom and Valdane only care that the condition has happened, not how many times it has happened.

If there were an ability that triggered off of placing an evade token then Data would trigger that ability twice. I don't believe there currently is anything that does, though. If there were, it would be worded something like, "When you place an [EVADE] token beside your ship..."


But if you had 2 tokens of the same type you could trigger 2 different Upgrades. So if you have 2 Scan tokens you could trigger Spock and Valtane for the same attack. Or Data giving a ship 2 Evade tokens could be used for Rudolph Ransom and....something else that triggers off an Evade token.
davedujour 15016294
Question about Nuclear Warhead that I couldn't find previously asked or answered and I just want to make sure I understand it correctly. It's also not on STAW:Nuclear Warhead

Nuclear Warhead:
"Action: At the end of the Activation Phase, discard this card and place a Minefield Token within Range 1 of your ship, but not within your forward firing arc and not on to of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [crit] damages the ship as normal. The affected ship does not roll any defense dice."

"At the end of the Activation Phase" means the very end, after the ship with the highest Captain skill has completed it's Action(s), but before the Combat Phase begins for any ship, correct?

Novacat 15016466

davedujour wrote:


"At the end of the Activation Phase" means the very end, after the ship with the highest Captain skill has completed it's Action(s), but before the Combat Phase begins for any ship, correct?


Correct.
docvulcan 15016589
Does this work, and if not, why not:

Ship:
Scotty, and EMH (Crew)
Elite Talent: Conditional Surrender
Tech: Shroud

Activate Conditional Surrender.
In response to that Activate Shroud in response to discard Scotty, saving Scotty
In response to that Activate EMH in response to using shroud, saving shroud.
Thus leaving Scotty AND shroud on the ship, removing EMH.

I think it does work, as Conditional Surrender is still on the stack and has not resolved yet (else Shroud could not work if there was not an 'active ability stack'). I know the above would work for EMH (tech) and really do think that it will work for EMH (crew) ....

However, just checking =)
SteRT 15016688

docvulcan wrote:

Does this work, and if not, why not:

Ship:
Scotty, and EMH (Crew)
Elite Talent: Conditional Surrender
Tech: Shroud

Activate Conditional Surrender.
In response to that Activate Shroud in response to discard Scotty, saving Scotty
In response to that Activate EMH in response to using shroud, saving shroud.
Thus leaving Scotty AND shroud on the ship, removing EMH.

I think it does work, as Conditional Surrender is still on the stack and has not resolved yet (else Shroud could not work if there was not an 'active ability stack'). I know the above would work for EMH (tech) and really do think that it will work for EMH (crew) ....

However, just checking =)


Unfortunately this won't work for a number of reasons.

1. Shroud can only be used in place of Dominion crew.

2. EMH can only be used to stop a tech from being disabled not from being discarded.

On a separate note if the EMH was added as Crew rather than as Tech you would have to discard it when Conditional Surrender was activated as you have to discard all crew to cancel the attack.
docvulcan 15016809

SteRT wrote:

docvulcan wrote:

Does this work, and if not, why not:

.....

However, just checking =)


Unfortunately this won't work for a number of reasons.

1. Shroud can only be used in place of Dominion crew.

2. EMH can only be used to stop a tech from being disabled not from being discarded.

On a separate note if the EMH was added as Crew rather than as Tech you would have to discard it when Conditional Surrender was activated as you have to discard all crew to cancel the attack.


The first two make sense and that would make it not work, however the third point I disagree with as if that was true shroud could not save the crew either imo as the action stack needs to be a 'stack' (first in last out) to work else other actions (such as shroud) don't seem to work either. For that point alone I would like further clarification (it wont matter in this case, however in general how action stacks work in this game I would like a little more information, ie: if (1) and (2) were taken away, does the third point you made also stop it from working?).

Thank you for the response!
stpitner 15018747
I feel like this is such a simple concept yet the answer is eluding me.

STAW:Chang

You spend your target lock to use him. Does the ship you have target locked have to be in your firing arc or even within range 3 in order to spend the target lock?

Chang's text: Action: Spend your Target Lock to perform this action. Disable the Captain Card on the ship that was target locked.
Godzillafreak01 15019062
Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?
kemikos 15020066

stpitner wrote:

I feel like this is such a simple concept yet the answer is eluding me.

STAW:Chang

You spend your target lock to use him. Does the ship you have target locked have to be in your firing arc or even within range 3 in order to spend the target lock?

Chang's text: Action: Spend your Target Lock to perform this action. Disable the Captain Card on the ship that was target locked.


It's not an attack, and it doesn't specify, so no, I don't think there's any range or arc restrictions involved. You would need to have been within range 3 at some point to get the target lock, but once you have it, Chang should be good to go.
Magentawolf 15020357

Godzillafreak01 wrote:

Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?


You may spend up to an additional 10 SP on upgrades. You do not have to spend the full 10 points.
koku_ryu 15020386
Couple of questions for STAW:Gelnon. I'm sure some of these have already been covered, but I just want to double check.

When attacking with him:
1. Can I use my '+X attack die this round' and '-X attack die this round' or 'do not roll any attack dice' (STAW:I.R.W. Valdore, STAW:Montgomery Scott, STAW:EM Pulse, STAW:Stunned Helmsman)?

2. Discard STAW:Invaluable Advice?

3. Spend Command Tokens to add, set, or reroll dice?

4. Not Attack? STAW:Carbomite Maneuver, STAW:Selok

When being attacked by him:

5. Use the effect of STAW:Counter Attack? (assuming I used it as an action before Gelnon's activation phase)

6. Discard STAW:Interphase Generator, use the text of STAW:U.S.S. Defiant, etc? (I don't roll defense dice, but am I still defending?

7. Discard STAW:Varel, etc?
gnrlwoundwort 15020935
Sorry if I missed this somewhere, but I can't seem to find it. Since the Admirals Orders cards were only for January (later extended to February) and have now been discontinued for the time being, they are not legal for OP6, is that correct?
Ender02 15021017

gnrlwoundwort wrote:

Sorry if I missed this somewhere, but I can't seem to find it. Since the Admirals Orders cards were only for January (later extended to February) and have now been discontinued for the time being, they are not legal for OP6, is that correct?


They are allowed IF your venue allows them. It is completely up to the place running the event, but they do have the restriction that you can only use one or the other now and not both in the same fleet.
gnrlwoundwort 15021406

Ender02 wrote:

gnrlwoundwort wrote:

Sorry if I missed this somewhere, but I can't seem to find it. Since the Admirals Orders cards were only for January (later extended to February) and have now been discontinued for the time being, they are not legal for OP6, is that correct?


They are allowed IF your venue allows them. It is completely up to the place running the event, but they do have the restriction that you can only use one or the other now and not both in the same fleet.


Oh, that's a shame . Thanks.
delta_angelfire 15021560

koku_ryu wrote:

Couple of questions for STAW:Gelnon. I'm sure some of these have already been covered, but I just want to double check.

When attacking with him:
1. Can I use my '+X attack die this round' and '-X attack die this round' or 'do not roll any attack dice' (STAW:I.R.W. Valdore, STAW:Montgomery Scott, STAW:EM Pulse, STAW:Stunned Helmsman)?

2. Discard STAW:Invaluable Advice?

3. Spend Command Tokens to add, set, or reroll dice?

4. Not Attack? STAW:Carbomite Maneuver, STAW:Selok

When being attacked by him:

5. Use the effect of STAW:Counter Attack? (assuming I used it as an action before Gelnon's activation phase)

6. Discard STAW:Interphase Generator, use the text of STAW:U.S.S. Defiant, etc? (I don't roll defense dice, but am I still defending?

7. Discard STAW:Varel, etc?


1 Yes
2 Yes
3 Yes
4 Yes...? If you mean his action is prevented by using either of those, or you can't use either of those if he did his action already the answer is yes.
5 Yes, though that timing is really odd *shrug* unintended side effect.
6 Yes
7 Yes

(These are all basic parts of anything that is an "attack" during the activation phase which Gelnon's abilitity counts as. http://boardgamegeek.com/article/14414371#14414371)
Mordaenor 15022218
Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?
Godzillafreak01 15022426

Magentawolf wrote:

Godzillafreak01 wrote:

Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?


You may spend up to an additional 10 SP on upgrades. You do not have to spend the full 10 points.


But the card does not say "up to", it says you can spend an "additional" 10sp... Do we have this confirmed with Andrew that you can spend any amount of that 10sp and not have to use the full 10sp?

Drew
kemikos 15022742

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...
eldurand 15022773

kemikos wrote:

Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Wow, I am surprised too! Have to keep that in mind the next time I go up against a Picard/Kirk fleet where they are not on same faction ships...
swingk2121 15023139

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.
mugato 15023168
Are Admirals Orders an option for venues/tournaments for March's OP? There seem to be mixed thoughts as to whether the different AO announcements apply to March or if they are completely not an option for any OP6 event.
swingk2121 15023414

Godzillafreak01 wrote:

Magentawolf wrote:

Godzillafreak01 wrote:

Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?


You may spend up to an additional 10 SP on upgrades. You do not have to spend the full 10 points.


But the card does not say "up to", it says you can spend an "additional" 10sp... Do we have this confirmed with Andrew that you can spend any amount of that 10sp and not have to use the full 10sp?

Drew


Seems we have had a large number of questions regarding United force, so from posts I have read, but am not going to look for to link.

Admirals Orders: United force Clarified.

United force allows a play to, after creating your fleet, but before starting the game ("During set up") you ("MAY") spend an additional 10 SP on upgrades, provided they are put to a ship of their faction.

This only applies to crew, tech, weapons, and elite talents. It does not apply to captains . It does not apply to captains because it says during set up, meaning setting the field and placing ships, which must already have a captain on the ship. It does not allow you to remove the current captain and replace it with a more expensive captain.

Of the 10 points all 10 points must come from United Force. You can not use 2 points from fleet design and then 10 points form United Force for a total of 12 SP. You ("MAY") spend an additional 10 SP on upgrades, means that its an option and you don't have to spend the full 10 points.

This also means that these extra 10 points are not considered when calculating fleet points for tournaments. If the United force cost SP (like the Strike force card) then you would be considered to have those fleet points.

Unlike United force which cost 0 SP, Strike force costs 5 SP and is similar to fleet resources in that if you pay the SP to use them they are part of your fleet points as long as you have a ship in play. You are always considered to have those available (even after a ship is destroyed) until all your ships are destroyed, which means those points go with the last ship.


Example; Lets say I have built a federation fleet with three ships for a total 98 points. I can, during set up, add upgrades to a total of 10 points (Spock and Scotty = 10) that are not considered part of my fleet points for tournament play. So I would be considered to have a 98 fleet point build for purposes of initiative and points calculations in the tournament, but actually I have 108 points on the field.


Hope this explanation helps clarify United Force
Ender02 15023714

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?

It is done on a ship by ship basis, so yes you would still need to follow initiative within your own fleet.
rtsuk 15023749
But if the ships are from the same faction and are tied for captain skill you are allowed to choose the order.
kemikos 15023780

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.
rtsuk 15024005

kemikos wrote:


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions.


A perfectly reasonable assumption.
Andrew Parks 15024315

Godzillafreak01 wrote:

Magentawolf wrote:

Godzillafreak01 wrote:

Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?


You may spend up to an additional 10 SP on upgrades. You do not have to spend the full 10 points.


But the card does not say "up to", it says you can spend an "additional" 10sp... Do we have this confirmed with Andrew that you can spend any amount of that 10sp and not have to use the full 10sp?

Drew


Correct, I've confirmed this in the past.
Godzillafreak01 15024837
Much Admiral's.

So Orders.

Very United.

Wow Forces.

Andrew as you hadn't liked any of the posts giving the proper rulings in the last few comments I just really wanted to make sure that you could spend any number of SP up to 10!

Thanks again guys for being on the ball and do good at spelling things out A-Z!

Drew
TheWaspinator 15025513

mugato wrote:

Are Admirals Orders an option for venues/tournaments for March's OP? There seem to be mixed thoughts as to whether the different AO announcements apply to March or if they are completely not an option for any OP6 event.


Admiral's Orders have always been a "if the person running the tournament wants to use them" thing. If they want to keep allowing them, they can. But officially? They're done for now.
Ender02 15025580

TheWaspinator wrote:

mugato wrote:

Are Admirals Orders an option for venues/tournaments for March's OP? There seem to be mixed thoughts as to whether the different AO announcements apply to March or if they are completely not an option for any OP6 event.


Admiral's Orders have always been a "if the person running the tournament wants to use them" thing. If they want to keep allowing them, they can. But officially? They're done for now.


"Officially" the announcement on the Wizkids site said that they can continue using them for the rest of the OP if they wish with the restriction of one per fleet.
gnrlwoundwort 15025630

Ender02 wrote:

TheWaspinator wrote:

mugato wrote:

Are Admirals Orders an option for venues/tournaments for March's OP? There seem to be mixed thoughts as to whether the different AO announcements apply to March or if they are completely not an option for any OP6 event.


Admiral's Orders have always been a "if the person running the tournament wants to use them" thing. If they want to keep allowing them, they can. But officially? They're done for now.


"Officially" the announcement on the Wizkids site said that they can continue using them for the rest of the OP if they wish with the restriction of one per fleet.


Actually, Wizkids didn't make an official ruling on this at all. The statement talks about Admirals Orders being released, possibly, with future scenarios. They then use the expression, "moving forward" which can be interpreted with using the current ones or possible future ones. I wish they would make a formal statement on this. Andrew, any specific information on this matter?
stpitner 15025696

Andrew Parks wrote:

Godzillafreak01 wrote:

Magentawolf wrote:

Godzillafreak01 wrote:

Was there ever a confirmation with Admiral's Orders United For Ed where you could run and point variant up to 10? Because it says you may spend an additional 10 SP on upgrades, do you have to spendthrift full 10SP?


You may spend up to an additional 10 SP on upgrades. You do not have to spend the full 10 points.


But the card does not say "up to", it says you can spend an "additional" 10sp... Do we have this confirmed with Andrew that you can spend any amount of that 10sp and not have to use the full 10sp?

Drew


Correct, I've confirmed this in the past.


Godzillafreak01 wrote:

Much Admiral's.

So Orders.

Very United.

Wow Forces.

Andrew as you hadn't liked any of the posts giving the proper rulings in the last few comments I just really wanted to make sure that you could spend any number of SP up to 10!

Thanks again guys for being on the ball and do good at spelling things out A-Z!

Drew


Drew, look at the post immediately above yours. Andrew had just confirmed it for you.
Godzillafreak01 15027637
Yes I know, as my comment was directed at Andrew's response.

But guess what! I have more questions!

Can you use a battle stations token the turn you use Boheeka's passive action? Do you chose which to activate first? I assume it works like Spock so they can use Boheeka's action, THEN use the battle stations token!

Drew
Mordaenor 15028220

Godzillafreak01 wrote:

Yes I know, as my comment was directed at Andrew's response.

But guess what! I have more questions!

Can you use a battle stations token the turn you use Boheeka's passive action? Do you chose which to activate first? I assume it works like Spock so they can use Boheeka's action, THEN use the battle stations token!

Drew


You are correct. Boheeka converts a blank, and then you spend the token to convert the BS results.
Kaewin 15031798

davedujour wrote:

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.


Again then it is poor writing because if that was the case it should have read "Weyoun can give a -1sp cost up to 2 Dominion crew only". The way it is written implies a process. "First do X then do y" not "you get X+Y AND save -1sp". That might be the intent but that is not what it says. It says you must do x then y. It is a math problem. If you don't use the 2st slots how can the others be "Additional" because the argument is they want to use the additional slots first before the primary. And to go back to the rules where does it say you slot extra before primary?


There are no rules stating that Upgrades must fill the available slots in a specific order.


So as a judge I can require it as there is no rule saying you can fill the extra slot first?
docvulcan 15032220
Question on OP 6 -
Can the attack fighters beam their captain over to the DS9? and if so, what rank will it be (Since captain's are immune from effects of ships/crew while on the ds9, does it still have its rank reduced when the fighters get hit?)

I know there is no 'captain card' however it does have a captain (due to rank / crit effects / etc. do target it) and all ships must have captains, so... ? =)
Thanks ahead of time!
docvulcan 15032349

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.


Again then it is poor writing because if that was the case it should have read "Weyoun can give a -1sp cost up to 2 Dominion crew only". The way it is written implies a process. "First do X then do y" not "you get X+Y AND save -1sp". That might be the intent but that is not what it says. It says you must do x then y. It is a math problem. If you don't use the 2st slots how can the others be "Additional" because the argument is they want to use the additional slots first before the primary. And to go back to the rules where does it say you slot extra before primary?


There are no rules stating that Upgrades must fill the available slots in a specific order.


So as a judge I can require it as there is no rule saying you can fill the extra slot first?


I really don't think you can just require it, as the card clearly implies two additional crew slots on the ship and does not say where those crew slots are (in order of filling) thus it is player decided when building a fleet. I think the concept is fairly simple here really.
Also, the card is not broken even giving the -1 to the first two crew on the ship so I do not see what the real problem is here? Do you really think it is that much more OP than Gul Dukot / etc. for the same price point?
Kaewin 15032677

docvulcan wrote:

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

davedujour wrote:

Kaewin wrote:

Not to be obtuse but I disagree with you reasoning. This is a math question and you need your order of operations so to speak. These new slots are additional(extra) that means to have extra(additional) you must fill in the first slot(s). Once they are filled you move onto the second set. I don't feel that you have to say which fills which so you could slot(s) with non-Dom and then fill the extra(additional) with Dom as you will but I don't see anyway you could count something in an additional(extra) slots if the first are not used. It makes no sense in logic at all and this is a logic problem. If it was the fact you got extra slots and all got the discount you would save the points but it says they are additional and that makes all the difference. Maybe it is poor wording on the card.


Yes, the wording on the card is poor. (Shocking, I know) It effectively doesn't matter which slots are filled with Dominion Crew. If the ship has 1 Crew slot to start with (A) and Weyoun gives it 2 more (B,C), I can just say my single Crew Upgrade is sitting in slot B (from Weyoun) instead of slot A (from the ship). There are no rules stating that Upgrades must fill the available slots in a specific order. Even Weyoun's text doesn't say these "additional Crew Upgrades slots" come before or after any on the ships Upgrade Bar. "Additional" as in "extra" here, not "after".

Again, the wording is poor. What Weyoun doesn't do is give the -1 point benefit to all the Dominion Crew Upgrades on a ship, only 2 of them.


Again then it is poor writing because if that was the case it should have read "Weyoun can give a -1sp cost up to 2 Dominion crew only". The way it is written implies a process. "First do X then do y" not "you get X+Y AND save -1sp". That might be the intent but that is not what it says. It says you must do x then y. It is a math problem. If you don't use the 2st slots how can the others be "Additional" because the argument is they want to use the additional slots first before the primary. And to go back to the rules where does it say you slot extra before primary?


There are no rules stating that Upgrades must fill the available slots in a specific order.


So as a judge I can require it as there is no rule saying you can fill the extra slot first?


I really don't think you can just require it, as the card clearly implies two additional crew slots on the ship and does not say where those crew slots are (in order of filling) thus it is player decided when building a fleet. I think the concept is fairly simple here really.
Also, the card is not broken even giving the -1 to the first two crew on the ship so I do not see what the real problem is here? Do you really think it is that much more OP than Gul Dukot / etc. for the same price point?


See what bothers me is the word additional, that means extra and then it says those slots get the savings. So that means slots must be picked. Why does it jump the ship, also the guy wanted to use Flagship. If it was intended, at least in my thinking, for a discount on two Dominion crew it would have said "up to 2 crew will cost -1sp less" but that is not what it says. It is implying placed slots and shouldn't the ones from the ship get filled first before anything extra is added?
davedujour 15032840
There are no rules stating that Upgrades must fill the available slots in a specific order.

Why is this so hard to understand?
Andrew Parks 15033799

docvulcan wrote:

Question on OP 6 -
Can the attack fighters beam their captain over to the DS9? and if so, what rank will it be (Since captain's are immune from effects of ships/crew while on the ds9, does it still have its rank reduced when the fighters get hit?)

I know there is no 'captain card' however it does have a captain (due to rank / crit effects / etc. do target it) and all ships must have captains, so... ? =)
Thanks ahead of time!


Since there is no Captain Card, you cannot beam them over to DS9 in this case.
Umbral_necropolitan 15034518

davedujour wrote:

There are no rules stating that Upgrades must fill the available slots in a specific order.

Why is this so hard to understand?
Because the end user will always try to break the product? Or at least push it to the limits.
Novacat 15035162

Kaewin wrote:

See what bothers me is the word additional, that means extra and then it says those slots get the savings. So that means slots must be picked. Why does it jump the ship, also the guy wanted to use Flagship. If it was intended, at least in my thinking, for a discount on two Dominion crew it would have said "up to 2 crew will cost -1sp less" but that is not what it says. It is implying placed slots and shouldn't the ones from the ship get filled first before anything extra is added?

What bothers me is people who add meaning to words arbitrarily, like the assumption that "extra" and "additional" implies any sequence. They do not. There is nothing to indicate that the extra slots come "before" or "after" any other slots. In fact , there is nothing anywhere in the rules to suggest that upgrade slots have any order whatsoever.
Harry Llama 15036880

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.

How is initiative decided if two players both have Kirk & Picard on Federation ships?
BruinGirl 15036941
Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.
shinzonhb 15037399

Harry Llama wrote:


How is initiative decided if two players both have Kirk & Picard on Federation ships?


Random. Both throw a D6 or an AD and the play with the better result moves last/shoots first
BruinGirl 15037401
Since we are asking about initiative; I know if I normally have a 99 point fleet build and my opponent has a 100 point fleet build, I would have initiative.


BUT, what about initiative using Admiral Orders United Force? Lets say I build a fleet of
99 point and then use United Force to add ten more points.

Can't my fleet build also be interpreted as having 100 points and the United Force only added 9 points?

Is it okay if I just designate 10 upgrade points from AO(yes, I know these can only be crew, weapons, tech, elite, and not captains) and designate 99 to my build fleet and STILL HAVE INITIATIVE over an opponent with a 100 point build (or a 110 point build with AO United Force)?

THANKS!


Harry Llama wrote:

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.

How is initiative decided if two players both have Kirk & Picard on Federation ships?
Ender02 15037537

shinzonhb wrote:

Harry Llama wrote:


How is initiative decided if two players both have Kirk & Picard on Federation ships?


Random. Both throw a D6 or an AD and the play with the better result moves last/shoots first


Well fleet point total first, if they are still tied, then roll off.
Ender02 15037552

BruinGirl wrote:

Since we are asking about initiative; I know if I normally have a 99 point fleet build and my opponent has a 100 point fleet build, I would have initiative.


BUT, what about initiative using Admiral Orders United Force? Lets say I build a fleet of
99 point and then use United Force to add ten more points.

Can't my fleet build also be interpreted as having 100 points and the United Force only added 9 points?

Is it okay if I just designate 10 upgrade points from AO(yes, I know these can only be crew, weapons, tech, elite, and not captains) and designate 99 to my build fleet and STILL HAVE INITIATIVE over an opponent with a 100 point build (or a 110 point build with AO United Force)?

THANKS!


Harry Llama wrote:

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.

How is initiative decided if two players both have Kirk & Picard on Federation ships?


Points spent on the Actual AO (in the case of Strike Force) will count towards your total. United force however costs 0sp so nothing is added to your fleet total. The upgrades that you can pick up with the bonus 10sp it offers do not count towards your fleet.

So a 99 point fleet with United Force and 10 extra points in upgrades from the AO still gets initiative over a 100 point fleet in the cases where there is a tie.
Novacat 15038155
Does Conditional Surrender (Ferengi Talent) allow you to negate damage from mines? I assume Antimatter Mines would not be able to be placed directly on your ship, because it's an attack to do so, but what about Cloaked Mines or Nuclear Warheads, or running into Antimatter Mines after they've been placed?
delta_angelfire 15038181

Novacat wrote:

Does Conditional Surrender (Ferengi Talent) allow you to negate damage from mines? I assume Antimatter Mines would not be able to be placed directly on your ship, because it's an attack to do so, but what about Cloaked Mines or Nuclear Warheads, or running into Antimatter Mines after they've been placed?


STAW:Antimatter Mines
Hitting Cloaked Mines or Nuclear Warheads is the same as hitting an already placed AM Mines, it does not count as an Attack if you run into them later.
XanderF 15038715
Couple questions came up tonight on the Cardassian Hideki-class fighters.

1) It's been previously ruled they count as a "ship" for purpose of invalidating strike force. Are they ALSO a 'ship' for purpose of remaining fleet? IE., if an entire fleet has been destroyed of all ships EXCEPT the Hideki-class fighters (a 'resource')... is the match over? Or is the fact that they are also a 'ship' enough to keep the game going? We ruled that it was enough of a 'ship' to keep the matching going. Just checking on that...

2) The rear arc on them - is this a 'secondary' weapon (so that it doesn't get the range-1 bonus)? We decided that, since the wording on it sounded an awful lot like the Enterprise-D's special ability (which does get a +1 for range 1), it should get a +1 attack for range 1. Just confirming...
prydain 15038761
I'm also interested to know the answer to this.
Thanks!

BruinGirl wrote:

Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.
delta_angelfire 15038770
Yes, they count as a ship so you can still fight if they are your last one remaining. http://boardgamegeek.com/article/14983176#14983176

As a general rule of thumb, If it is not an upgrade card that uses the "Secondary Weapon" upgrade slot, it is not a Secondary Weapon. (Rules, Page 20)
delta_angelfire 15038783

prydain wrote:

I'm also interested to know the answer to this.
Thanks!

BruinGirl wrote:

Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.


It follows the standard order of operations, so you would have to spend Ikat'Ika before your opponent chooses whether or not to spend the Target Lock. Since it does not speicfy another timing (Like Polarized Hull Plating or Interphase Generator), it follows the standard sequence laid out in the rulebook (including the "A die may only be re-rolled once" part).
prydain 15039230
Thanks Will for the answer.

So it would be this sequence:
1) Attacker rolls attack dice.
2) Defender plays the Ikat'Ika card and chooses which dice are to be re-rolled.
3) Attacker then re-rolls those dice picked by the defender.
4) Attacker can then modify the attack dice (but CANNOT re-roll any dice that has already been re-rolled- unless it is a special circumstance like the United Force AO- "once per round, you may re-roll any one of your dice even if it has already been re-rolled."


as explained on page 13 of the rulebook:

"If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."





delta_angelfire wrote:

prydain wrote:

I'm also interested to know the answer to this.
Thanks!

BruinGirl wrote:

Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.


It follows the standard order of operations, so you would have to spend Ikat'Ika before your opponent chooses whether or not to spend the Target Lock. Since it does not speicfy another timing (Like Polarized Hull Plating or Interphase Generator), it follows the standard sequence laid out in the rulebook (including the "A die may only be re-rolled once" part).
delta_angelfire 15039268

prydain wrote:

Thanks Will for the answer.

So it would be this sequence:
1) Attacker rolls attack dice.
2) Defender plays the Ikat'Ika card and chooses which dice are to be re-rolled.
3) Attacker then re-rolls those dice picked by the defender.
4) Attacker can then modify the attack dice (but CANNOT re-roll any dice that has already been re-rolled- unless it is a special circumstance like the United Force AO- "once per round, you may re-roll any one of your dice even if it has already been re-rolled."


as explained on page 13 of the rulebook:

"If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."


Correct.
Novacat 15039468

XanderF wrote:

Couple questions came up tonight on the Cardassian Hideki-class fighters.

1) It's been previously ruled they count as a "ship" for purpose of invalidating strike force. Are they ALSO a 'ship' for purpose of remaining fleet? IE., if an entire fleet has been destroyed of all ships EXCEPT the Hideki-class fighters (a 'resource')... is the match over? Or is the fact that they are also a 'ship' enough to keep the game going? We ruled that it was enough of a 'ship' to keep the matching going. Just checking on that...

2) The rear arc on them - is this a 'secondary' weapon (so that it doesn't get the range-1 bonus)? We decided that, since the wording on it sounded an awful lot like the Enterprise-D's special ability (which does get a +1 for range 1), it should get a +1 attack for range 1. Just confirming...

1. It has already been answered that the Hideki Fighters MUST be destroyed for a player to be eliminated. They are a ship, and if they have not been destroyed, then you still have a ship remaining. And important thing to note is that they do not "count as a ship"… they ARE a ship.

2. I think you hit the nail on the head. The wording is almost identical, so precedent says that they will get the range bonus.
H00D4M4N 15041272

shinzonhb wrote:

Harry Llama wrote:


How is initiative decided if two players both have Kirk & Picard on Federation ships?


Random. Both throw a D6 or an AD and the play with the better result moves last/shoots first


Correction: Moves FIRST and shoots FIRST.
barfarf 15042961
Can I used Admiral’s Orders: United Force to re-roll an attack dice when someone hits my Cloaked Mines?


“2) Once per round, you may re-roll any one of your dice (even if it has already been re-rolled).”
Church14 15043357
Ok. United Force allows 10 SP to be spent on upgrades

"During setup, you may spend an additional 10 SP on upgrades"

Flagship is a resource, but is it also considered an upgrade to a ship? I don't think so, but this question has come up.

Long story short, can a player use the 10SP from United force to pay for the Flagship card?
Magentawolf 15043398

Church14 wrote:

Ok. United Force allows 10 SP to be spent on upgrades

"During setup, you may spend an additional 10 SP on upgrades"

Flagship is a resource, but is it also considered an upgrade to a ship? I don't think so, but this question has come up.

Long story short, can a player use the 10SP from United force to pay for the Flagship card?


No. The flagship card is a resource, while Upgrades currently only include Crew, Tech, and Weapons.
Novacat 15043818

Magentawolf wrote:

Church14 wrote:

Ok. United Force allows 10 SP to be spent on upgrades

"During setup, you may spend an additional 10 SP on upgrades"

Flagship is a resource, but is it also considered an upgrade to a ship? I don't think so, but this question has come up.

Long story short, can a player use the 10SP from United force to pay for the Flagship card?


No. The flagship card is a resource, while Upgrades currently only include Crew, Tech, and Weapons.

And Talents. Also, the fact that it's a resource does not preclude it from being an upgrade also. The reason it's not an upgrade is that it is not defined to be an upgrade (i.e., it is not called an upgrade on its rules text). It is an "upgrade" to a ship only in terms of common language, not in terms of game rules.
Church14 15044088
thanks. i figured that was the case, but i wanted to confirm
Percy0715 15045205
Question regarding Cloaked Mines:

What if the enemy ship is within range 1 and takes a manoeuvre which completely stays within range 1 of the mines. Do the mines make another attack roll against said ship?

My feeling is "yes" but herein lies the confusion:

If a ship is within range 1 of the mines and makes a manoeuvre which exits the field, the mines do not (I believe) make an additional attack. In this latter case, the ship's template and/or base must still "[pass] within range 1 of the token" in order to exit.

So, to me, based on a strict reading of the text, a ship remaining in or exiting range 1 would have an attack rolled against it.


Cloaked Mines: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.
blackthorne1978 15045285

Percy0715 wrote:

Question regarding Cloaked Mines:

What if the enemy ship is within range 1 and takes a manoeuvre which completely stays within range 1 of the mines. Do the mines make another attack roll against said ship?
Cloaked Mines: During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


If a ship starts and ends its move within one of cloaked mines, the mines hit again. If a ship begins, but does not end with its maneuver within one of the mines, the mines do not hit. If a ship ends/passes(goes through, but no endpoint) within 1 it gets hit.
TheWaspinator 15045307
The rulebook clearly states that you don't get hit if you leave minefields.

http://imgur.com/Hed7uFp
Crimson Fleet 15045717
I'm sorry if this has been answered elsewhere, but I couldn't find it, and the situation came up with today's OP. I was fighting my last battle, and time ran out. I had just rolled enough dice to blow up my opponent's Negh'var, but he hadn't rolled his defense dice yet. Technically, his ship was still still alive, which would give him the victory. However, the guy running the event let him finish the roll, and his Negh'var blew up, giving the victory to me. Was this correct?
koku_ryu 15045811
Out of curiosity,
Assume this theoretical scenario:

Player 1 has a jem'hadar attack vessel equipped with STAW:Suicide Attack and initiative. As his action, he uses Suicide attack.

Player 2 has a ship with STAW:Selok within range 1, immediately in front of Player 1's suicide ship. As his action, he uses Selok on the suicide ship.

At the end of the activation phase, the suicide attack ship moves 1 and overlaps Selok's ship.

Does nothing happen because the suicide ship can't attack, or does the suicide ship blow up, but not roll the attack dice because it can't attack?

I assume the answer would be the same for STAW:Varel as well?
jonnyd76 15046192

Crimson Fleet wrote:

I'm sorry if this has been answered elsewhere, but I couldn't find it, and the situation came up with today's OP. I was fighting my last battle, and time ran out. I had just rolled enough dice to blow up my opponent's Negh'var, but he hadn't rolled his defense dice yet. Technically, his ship was still still alive, which would give him the victory. However, the guy running the event let him finish the roll, and his Negh'var blew up, giving the victory to me. Was this correct?


Yes, when time runs out you completely finish the round you are currently in. Most of the time, TO's will call out time as "last round, finish it!" As long as you are at dials or later, you finish that round.
Ender02 15046237

Crimson Fleet wrote:

I'm sorry if this has been answered elsewhere, but I couldn't find it, and the situation came up with today's OP. I was fighting my last battle, and time ran out. I had just rolled enough dice to blow up my opponent's Negh'var, but he hadn't rolled his defense dice yet. Technically, his ship was still still alive, which would give him the victory. However, the guy running the event let him finish the roll, and his Negh'var blew up, giving the victory to me. Was this correct?


According to the event rules for the OP;

If the time limit is reached, the player with the most Fleet Points at the end of that Battle Round wins.


You should have finished the entire round. As a result, his ship was destroyed and you would have won. Sounds like you played it just fine.
delta_angelfire 15046395

koku_ryu wrote:

Out of curiosity,
Assume this theoretical scenario:

Player 1 has a jem'hadar attack vessel equipped with STAW:Suicide Attack and initiative. As his action, he uses Suicide attack.

Player 2 has a ship with STAW:Selok within range 1, immediately in front of Player 1's suicide ship. As his action, he uses Selok on the suicide ship.

At the end of the activation phase, the suicide attack ship moves 1 and overlaps Selok's ship.

Does nothing happen because the suicide ship can't attack, or does the suicide ship blow up, but not roll the attack dice because it can't attack?

I assume the answer would be the same for STAW:Varel as well?


http://boardgamegeek.com/article/14830730#14830730
ship blows up, no attack dice are rolled.
koku_ryu 15046495

delta_angelfire wrote:

koku_ryu wrote:

Out of curiosity,
Assume this theoretical scenario:

Player 1 has a jem'hadar attack vessel equipped with STAW:Suicide Attack and initiative. As his action, he uses Suicide attack.

Player 2 has a ship with STAW:Selok within range 1, immediately in front of Player 1's suicide ship. As his action, he uses Selok on the suicide ship.

At the end of the activation phase, the suicide attack ship moves 1 and overlaps Selok's ship.

Does nothing happen because the suicide ship can't attack, or does the suicide ship blow up, but not roll the attack dice because it can't attack?

I assume the answer would be the same for STAW:Varel as well?


http://boardgamegeek.com/article/14830730#14830730
ship blows up, no attack dice are rolled.


Thanks Will! You always seem to be able to find the right posts in this 120 page FAQ.
delta_angelfire 15047773
I know it sounds silly, but the question of whether you can have a unique card in your "fleet" and a copy of that same unique card on your reinforcement sideboard. Obviously not (I hope... stranger rulings have been made) but I need an FAQ post to point to.
Andrew Parks 15047952

Harry Llama wrote:

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.

How is initiative decided if two players both have Kirk & Picard on Federation ships?


As per the rulebook, you randomly determine initiative between them at the start of the game, and this initiative result lasts the entire game.
Andrew Parks 15048011

delta_angelfire wrote:

I know it sounds silly, but the question of whether you can have a unique card in your "fleet" and a copy of that same unique card on your reinforcement sideboard. Obviously not (I hope... stranger rulings have been made) but I need an FAQ post to point to.


Correct, only 1 of each Unique card per player, including the Reinforcements Sideboard.

Andrew
Andrew Parks 15048023

barfarf wrote:

Can I used Admiral’s Orders: United Force to re-roll an attack dice when someone hits my Cloaked Mines?


“2) Once per round, you may re-roll any one of your dice (even if it has already been re-rolled).”


I believe in this circumstance you can re-roll the die. Anyone should feel free to let me know if I'm contradicting a previous ruling here. surprise
stoneart69 15048052
usually if you are in the attack phase, and dice have been dropped, the whole attack phase is allowed to finish when time is called.

our organizer has it so if you haven't dropped any dice and time is called, the round ends, but if you have the round must be completed.

it is up to the organizer at each event, they have the final say.
tsuyoshikentsu 15051365
I'm really sorry if this has been posted elsewhere, but the searchable FAQ thread turns up over 300 hits for any keyword I can think of to look for this.

My ship has multiple scan tokens from Romulan pilot. Per your ruling on Romulan Pilot, each token gives -1 to my target's defense. Does that mean that, since each token is independently affecting my opponent's ship, I could use both Mr. Spock and Geordi LaForge on the attack roll?

Relevant text:

Romulan Pilot: After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action, If you do so, you may immediately make an additional Green Maneuver.

Mr. Spock: If your ship has a (Sensor) Token beside it when you attack, you may convert all your (Battle Stations) results into (Hit) results.

Geordi LaForge: If your ship has a [SCAN] Token beside it, you may force one ship you attacked this round to re-roll one defense die of your choice.


Your ruling: "If an attacking ship has somehow managed to acquire multiple Scan Tokens (e.g. Romulan Pilot, Captain Janeway), does the defender roll 1 less defense die for each Scan Token?

Yes."
FortuneFavorTheBold 15051415
Independent Scan Tokens trigger separate upgrades. So yes, if a Romulan Pilot adds his expertise, Mr. Spock and Geordi LaForge would be able to work in concert for that round.
tsuyoshikentsu 15051795

FortuneFavorTheBold wrote:

Independent Scan Tokens trigger separate upgrades. So yes, if a Romulan Pilot adds his expertise, Mr. Spock and Geordi LaForge would be able to work in concert for that round.
Interesting. I think Weyoun's gonna be inviting all three to party on the Excelsior now....
gnrlwoundwort 15052066

tsuyoshikentsu wrote:

FortuneFavorTheBold wrote:

Independent Scan Tokens trigger separate upgrades. So yes, if a Romulan Pilot adds his expertise, Mr. Spock and Geordi LaForge would be able to work in concert for that round.
Interesting. I think Weyoun's gonna be inviting all three to party on the Excelsior now....


Wasn't there an earlier ruling that says that anything specifying an action, free or otherwise, is a ship action? And a ship can't perform the same action twice. Since both the Excelsior and the Romulan pilot specify a free action, that means they can't both happen, especially not in addition to the player taking a scan token with his or her regular action. Am I incorrect?
delta_angelfire 15052375
Romulan pilot does not perform a "scan" action. It performs an unnamed action that places a scan token next to your ship and can allow your ship to perform an extra maneuver.
Gremlin99 15052438
We were play-testing some builds in prep for the Month 6 OP event and a number of questions popped up.

1.) When DS9 takes damage, whose damage deck should the cards come out of? Do the effects of crits (ie. Warp Core Breach) affect DS9 or should they be treated as just hits?

2.) Romulan Pilot text reads: "After you move, you may discard this card to place a scan Token beside your ship as a free action. If you do so, you may immediately make an additional Green Maneuver."

If your ship just performed a red maneuver, can you then immediately perform a Romulan Pilot action to remove the auxiliary power token?

3.) When you teleport crew on to DS9, you have to disable the crew member. The next turn, can you then spend DS9's ship action to re-enable a crew member and have their text apply to DS9?

If it can re-enable the crew, then we assume that this would happen at the captain level of DS9. Is that accurate?

4.) And finally, just to confirm the Enterprise-D's special attack:
Flagship +1 attack dice does NOT apply
Range band 1 +1 attack dice does apply

(Can we get this clarification added to the main page?)

As always, thank you to everyone for their advice.
delta_angelfire 15052511

Gremlin99 wrote:

We were play-testing some builds in prep for the Month 6 OP event and a number of questions popped up.

1.) When DS9 takes damage, whose damage deck should the cards come out of? Do the effects of crits (ie. Warp Core Breach) affect DS9 or should they be treated as just hits?

2.) Bu'kah's text reads: "If you performed a Green Maneuver this round, discard this card to repair up to 2 damage to your hull.
Mirok's text reads: "After you move, if at least one friendly ship is within Range 1 of your ship, repair 1 damage to your Hull or Shields."

Does this mean that Bu'kah can clear crits, like Mirok can?

3.) Romulan Pilot text reads: "After you move, you may discard this card to place a scan Token beside your ship as a free action. If you do so, you may immediately make an additional Green Maneuver."

If your ship just performed a red maneuver, can you then immediately perform a Romulan Pilot action to remove the auxiliary power token?

4.) When you teleport crew on to DS9, you have to disable the crew member. The next turn, can you then spend DS9's ship action to re-enable a crew member and have their text apply to DS9?

If it can re-enable the crew, then we assume that this would happen at the captain level of DS9. Is that accurate?

5.) And finally, just to confirm the Enterprise-D's special attack:
Flagship +1 attack dice does NOT apply
Range band 1 +1 attack dice does apply

(Can we get this clarification added to the main page?)

As always, thank you to everyone for their advice.


Many of these have been answered already and are just a matter of taking the cards literally.
2) Bu'Kah can heal any damage cards, including criticals (just like Mirok)
3) Romulan Pilot is a "Free Action". You cannot take any Actions (including Free ones) while you have a power token.
4) In the rules for OP events regarding DS9: "You cannot remove these Disabled Upgrade Tokens without using the action below" (the one that beams them back to your ship). Also, from the first post of the thread:
2. Can members of the Away Team use their abilities while on DS9?

No. The only information retained by the Away Team is the Captain's Skill Number.

5) Enterprise-D's text says "Instead of making a normal attack with your primary weapon, you may fire in any direction at Range 1-2 with 3 attack dice." It does not reference the printed weapon value of the ship at all (unlike a ship like the Koranak), and so it is not effected by Flagships that change the printed weapon value. It does not use the secondary weapon upgrade slot, so it -does- follow the rules for being a primary weapon (including additional die at range 1).

I'll leave 1 (but I can almost guarantee the only response you'll get is "it's up to the venue")
TheWaspinator 15052825
The Enterprise-D questions are already answered in the first post.
BruinGirl 15053504
For Op 6, the pylon weapons on DS9 have range 3.

Question: where do you start to measure the range three from the DS9 Pylons? From the beginning tip of the triangle (the firing arc range) or the far edge of the triangle firing arc (extending from the triangle)?
ScipioXIII 15053666
Question about Ketracel-White. Am I only allowed 1 per ship or 1 per fleet as it is a Unique Elite Talent?
Novacat 15054170

ScipioXIII wrote:

Question about Ketracel-White. Am I only allowed 1 per ship or 1 per fleet as it is a Unique Elite Talent?

Unique means one per fleet.
davedujour 15056054

BruinGirl wrote:

For Op 6, the pylon weapons on DS9 have range 3.

Question: where do you start to measure the range three from the DS9 Pylons? From the beginning tip of the triangle (the firing arc range) or the far edge of the triangle firing arc (extending from the triangle)?


Always measure from the edge of the DS9 token.
mfernandez 15056152

Andrew Parks wrote:


WEAPON UPGRADES

8. After firing the Antimatter Mines, does the Minefield Token remain in the play area for the duration of the game?

Yes.


Dear Andrew,

I'm part of a growing circle of fans of ST:AW. We love it!

We have two follow-up questions:

(1) Does this rule also apply to Cloaked Mines and/or other mines? If yes or no, can the rule be amended to mention the inclusion or exclusion of Cloaked Mines and/or other mines from this ruling?

(2) In a game or mission with three (or more) players (e.g., "A New Source of Dilithium" and "The Chase"), if the player who dropped the Antimatter Mines or Cloaked Mines or other minefield is defeated, do his/her minefields remain in the game (to affect and damage the remaining players) until the game actually is actually won by one of the remaining players?

Thanks in advance.
Mordaenor 15056194

Gremlin99 wrote:

We were play-testing some builds in prep for the Month 6 OP event and a number of questions popped up.

1.) When DS9 takes damage, whose damage deck should the cards come out of? Do the effects of crits (ie. Warp Core Breach) affect DS9 or should they be treated as just hits?


http://www.boardgamegeek.com/article/13600718#13600718

Officially, there is no rule requiring players to use separate damage decks. In this post, Andrew advised that the games were playtested using only one. So if you choose to use two, then its up to you which deck you want use.

The station is subject to Criticals, but cards that effect movement have no effect and are simply turned face down immediately. Warp Core Breach specifically, I'm not sure about. It makes sense that there would be a Central Reactor that could blow up, but since the Station would not be subject to the "Speed 1" movement penalty of ejecting the core, one could argue either way.
BruinGirl 15056255
Special props to any one who can answer this Tech question here!

If I wanted to add this to the "per card ruling page" on the Star Trek Attack Wing Wiki, http://boardgamegeek.com/wiki/page/STAW%253A

How do I figure out the ARTICLE NUMBER for this? I don't want to have to use the FAQ url, but to actually link to this specific article from the FAQ.

For example, a shortcut to the Wiki per card ruling page usually has an article URL instead of the whole FAQ page URL.
http://boardgamegeek.com/article/14748718#14748718

So the main question is:
From any of the FAQ webpages, how can I find the actual ARTICLE NUMBER for each of the various question threads that people start when they originate a new question.

Thank You!

prydain wrote:

Thanks Will for the answer.

So it would be this sequence:
1) Attacker rolls attack dice.
2) Defender plays the Ikat'Ika card and chooses which dice are to be re-rolled.
3) Attacker then re-rolls those dice picked by the defender.
4) Attacker can then modify the attack dice (but CANNOT re-roll any dice that has already been re-rolled- unless it is a special circumstance like the United Force AO- "once per round, you may re-roll any one of your dice even if it has already been re-rolled."


as explained on page 13 of the rulebook:

"If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."





delta_angelfire wrote:

prydain wrote:

I'm also interested to know the answer to this.
Thanks!

BruinGirl wrote:

Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.


It follows the standard order of operations, so you would have to spend Ikat'Ika before your opponent chooses whether or not to spend the Target Lock. Since it does not speicfy another timing (Like Polarized Hull Plating or Interphase Generator), it follows the standard sequence laid out in the rulebook (including the "A die may only be re-rolled once" part).
Mordaenor 15056295
At the bottom of the post, click on the hyper link that says "Posted on X date X time"

That will give the hyperlink to that specific post.

BruinGirl wrote:

Special props to any one who can answer this Tech question here!

If I wanted to add this to the "per card ruling page" on the Star Trek Attack Wing Wiki, http://boardgamegeek.com/wiki/page/STAW%253A

How do I figure out the ARTICLE NUMBER for this? I don't want to have to use the FAQ url, but to actually link to this specific article from the FAQ.

For example, a shortcut to the Wiki per card ruling page usually has an article URL instead of the whole FAQ page URL.
http://boardgamegeek.com/article/14748718#14748718

So the main question is:
From any of the FAQ webpages, how can I find the actual ARTICLE NUMBER for each of the various question threads that people start when they originate a new question.

Thank You!

prydain wrote:

Thanks Will for the answer.

So it would be this sequence:
1) Attacker rolls attack dice.
2) Defender plays the Ikat'Ika card and chooses which dice are to be re-rolled.
3) Attacker then re-rolls those dice picked by the defender.
4) Attacker can then modify the attack dice (but CANNOT re-roll any dice that has already been re-rolled- unless it is a special circumstance like the United Force AO- "once per round, you may re-roll any one of your dice even if it has already been re-rolled."


as explained on page 13 of the rulebook:

"If the attacker and defender both have abilities that modify attack dice, the defender resolves all of his abilities before the attacker resolves any."





delta_angelfire wrote:

prydain wrote:

I'm also interested to know the answer to this.
Thanks!

BruinGirl wrote:

Hello!

So with the Ikat'Ika card, it basically allows the defender to nullify the attacker's ability to re-roll any attack dice, as long as the die has been re-rolled once already?

For example, an attacker uses five attack dice and rolls 1 blank and 4 hits.

The defender uses Ikat'Ika, and says, "re-roll the four hits". Lets say it comes out 2 blanks and 1 hit and one battle stations.

Then the attacker wants to use up his Target Lock and re-roll all of his blanks. BUT THEN HE CAN ONLY RE-ROLL THE ORIGINAL blank (the only die that has not been re-rolled already). The attacker cannot re-roll his battle station result either (for the same reason that the die has already been re-rolled). The attacker cannot re-roll any of the four dice that has been rerolled already.

Is this correct?

And if this is correct, what would be anything not "normal circumstances"?







Andrew Parks wrote:

stpitner wrote:

Andrew Parks wrote:

DonMegel wrote:

Thank you Andrew. I would like to know the attack value please.


4


You cave to peer pressure too easily :-P Thanks for the willingness to share.

And since this is a FAQ, I feel that I should come up with a question to make things stay on topic. I don't see a ruling yet on STAW:Ikat`Ika that comes with the 4th Division Battleship.

What is the timing of this card's effect? Typically the defender modifies dice immediately after the initial attackers roll, but can this card all it to be done after the attacker modifies their dice?

Ikat'Ika:
"When defending , you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

This Upgrade costs +5 Squadron Points for any non-Jem'hadar ship."


This is done during the "Modify Attack Dice" step of Combat. The defender re-rolls any of the attacker's dice before the attacker can re-roll the dice. None of those dice can be re-rolled again under normal circumstances.


It follows the standard order of operations, so you would have to spend Ikat'Ika before your opponent chooses whether or not to spend the Target Lock. Since it does not speicfy another timing (Like Polarized Hull Plating or Interphase Generator), it follows the standard sequence laid out in the rulebook (including the "A die may only be re-rolled once" part).
davedujour 15056520

mfernandez wrote:

Andrew Parks wrote:


WEAPON UPGRADES

8. After firing the Antimatter Mines, does the Minefield Token remain in the play area for the duration of the game?

Yes.


Dear Andrew,

I'm part of a growing circle of fans of ST:AW. We love it!

We have two follow-up questions:

(1) Does this rule also apply to Cloaked Mines and/or other mines? If yes or no, can the rule be amended to mention the inclusion or exclusion of Cloaked Mines and/or other mines from this ruling?

(2) In a game or mission with three (or more) players (e.g., "A New Source of Dilithium" and "The Chase"), if the player who dropped the Antimatter Mines or Cloaked Mines or other minefield is defeated, do his/her minefields remain in the game (to affect and damage the remaining players) until the game actually is actually won by one of the remaining players?

Thanks in advance.


1) Yes. The rules for the Minefield Token apply to all Minefield Tokens no matter the source. Antimatter Mines, Cloaked Mines, Nuclear Warhead all use the same Minefield Token. Specific rules on those cards (Cloaked Mines have Range 1 and don't damage the owner, for example) are obviously different.

2) The Minefield Token stays on the table for the rest of the game.
Mordaenor 15057102
OP6

If I take control of DS9, I assume it counts as a friendly ship for purposes of Donatra, Terrel, Martok, or Flagships?
davedujour 15057372

Mordaenor wrote:

OP6

If I take control of DS9, I assume it counts as a friendly ship for purposes of Donatra, Terrel, Martok, or Flagships?


Yes, just like in OP1.
koku_ryu 15058983
Outside of tournament play, can DS9 make use of 'after you move' abilities?
Specifically, can STAW:Martok on DS9 give an action, and can it get a scan token from STAW:Romulan Pilot?
Harry Llama 15059750

Andrew Parks wrote:

Harry Llama wrote:

kemikos wrote:

swingk2121 wrote:

kemikos wrote:

Mordaenor wrote:

Am I required to follow Initiative Order within my own fleet, or is that strictly for opposing forces?

Specifically, if I have Martok-9 and James T. Kirk flying together, is Kirk required to Move, Act, and Shoot before Martok, or can I choose to allow Martok to Activate and/or Shoot first?


Hmm... I was all set to tell you that you would choose, but when looking for a rule to cite, what I found makes it look like I would have been wrong:

Rules of Play, P. 18: "During the Activation phase, when ships of equal Captain skill are activated, the ship with initiative activates first."

Followed by: "If a single player owns multiple ships from the same Faction with the same Captain skill, he may activate those ships and resolve their attacks in the order of his choosing" (emphasis added).

So no, it looks like Kirk gets his activation and combat phases before Martok. Color me surprised...


Initiative is determined on a ship by ship basis not on a player basis. So if two players have the same fleet points then it comes down to faction and the order is Federation --> Klingon --> Romulan --> Dominion --> etc.

If a player has multiple ships of different factions all with the same captain skill he would then also follow this rule.


You're right. I was assuming in the example that Kirk and Martok were on ships of their own respective factions. If they were both on Federation ships, for example, then the player would still choose the order.

How is initiative decided if two players both have Kirk & Picard on Federation ships?


As per the rulebook, you randomly determine initiative between them at the start of the game, and this initiative result lasts the entire game.

Thank you, Andrew. Just to confirm, does the new (rolled for) initiative order supersede the players' ability to choose which of their initiative-tied captains (i.e. Kirk or Picard) can go first?
rtsuk 15059786

Harry Llama wrote:


Thank you, Andrew. Just to confirm, does the new (rolled for) initiative order supersede the players' ability to choose which of their initiative-tied captains (i.e. Kirk or Picard) can go first?


Andrew didn't rule that. The example he was responding to was two player each with 9 skill captains on Federation ships. Nothing has changed about tied captains in a single player's fleet.
Magentawolf 15060557

koku_ryu wrote:

Outside of tournament play, can DS9 make use of 'after you move' abilities?
Specifically, can STAW:Martok on DS9 give an action, and can it get a scan token from STAW:Romulan Pilot?


DS9 can't move, it has no maneuvers nor dial, so I would disallow it from either of those.
anyGould 15060751

Magentawolf wrote:

koku_ryu wrote:

Outside of tournament play, can DS9 make use of 'after you move' abilities?
Specifically, can STAW:Martok on DS9 give an action, and can it get a scan token from STAW:Romulan Pilot?


DS9 can't move, it has no maneuvers nor dial, so I would disallow it from either of those.


On the other pylon, with the rules changes it could be argued that they *do* get a "move" (a green 0 do-nothing), which then allows them to remove Aux tokens and whatnot.
Mordaenor 15060975

anyGould wrote:

Magentawolf wrote:

koku_ryu wrote:

Outside of tournament play, can DS9 make use of 'after you move' abilities?
Specifically, can STAW:Martok on DS9 give an action, and can it get a scan token from STAW:Romulan Pilot?


DS9 can't move, it has no maneuvers nor dial, so I would disallow it from either of those.


On the other pylon, with the rules changes it could be argued that they *do* get a "move" (a green 0 do-nothing), which then allows them to remove Aux tokens and whatnot.


It has been established that Space Stations can get rid of Aux tokens without moving. It's not much of a stretch to say they can use Martok or the Romulan Pilot as well. Martok would occur just before Action Step as usual, and Romulan Pilot would grant a Scan token, but no movement.

6. Is it possible for a Station to remove an Auxiliary Power Token or an Energy Dampening Token?

Yes. During a Station's turn to act during the Activation Phase, it removes 1 Auxiliary Power Token or 1 Energy Dampening Token automatically at the end of Step 5 (Clean Up).
BruinGirl 15061911
I know I'm not allowed to pre-measure with the movement templates... But is it allowed in terms of pre- measuring other distances such as:

A) sensor echos?

B) firing range of my own ships?

C) firing range of a neutral DS9?

I guess my main question is: when and what can we pre-measure?

Is it proper etiquette to at least look at the movement templates and try to guess how that would effect my ship it is that bad as well?

Thanks everyone!
davedujour 15062325

BruinGirl wrote:

I know I'm not allowed to pre-measure with the movement templates... But is it allowed in terms of pre- measuring other distances such as:

A) sensor echos?

B) firing range of my own ships?

C) firing range of a neutral DS9?

I guess my main question is: when and what can we pre-measure?

Is it proper etiquette to at least look at the movement templates and try to guess how that would effect my ship it is that bad as well?

Thanks everyone!


You can always measure firing range at any time, even when it's not the Combat Phase. Once you get to know the lengths of the movement templates in comparison to firing ranges it's a decent way to estimate movement distances. Not that I've ever done that.

You are allowed to use the movement templates before deciding on the taking Sensor Echo action. That is the only case where it's okay to put a movement template on the table and then change your mind on using it or not.

Oh, and I lay out my movement templates in a nice organized way so I can see them & rough guess which move I want to make. I think most people do this to some extent. I try not to pull specific templates in front of me or away from the pile so I don't give my moves away though.
TheWaspinator 15062517
Yeah, I'm pretty sure you can measure firing arcs and distances at any time using that stick. It's the movement templates that have measuring restrictions.
BruinGirl 15063246
Thanks Dave for the answer!

Just wondering where the source is listed? Rulebook? FAQ ruling?

Thanks!

davedujour wrote:

BruinGirl wrote:

I know I'm not allowed to pre-measure with the movement templates... But is it allowed in terms of pre- measuring other distances such as:

A) sensor echos?

B) firing range of my own ships?

C) firing range of a neutral DS9?

I guess my main question is: when and what can we pre-measure?

Is it proper etiquette to at least look at the movement templates and try to guess how that would effect my ship it is that bad as well?

Thanks everyone!


You can always measure firing range at any time, even when it's not the Combat Phase. Once you get to know the lengths of the movement templates in comparison to firing ranges it's a decent way to estimate movement distances. Not that I've ever done that.

You are allowed to use the movement templates before deciding on the taking Sensor Echo action. That is the only case where it's okay to put a movement template on the table and then change your mind on using it or not.

Oh, and I lay out my movement templates in a nice organized way so I can see them & rough guess which move I want to make. I think most people do this to some extent. I try not to pull specific templates in front of me or away from the pile so I don't give my moves away though.
davedujour 15063477
I'm sure it's buried in this thread some where, but I just went to STAW:General Rulings in the wiki. It's one of those things that eventually you just remember. http://boardgamegeek.com/article/14502285#14502285
koku_ryu 15063662

Mordaenor wrote:

anyGould wrote:

Magentawolf wrote:

koku_ryu wrote:

Outside of tournament play, can DS9 make use of 'after you move' abilities?
Specifically, can STAW:Martok on DS9 give an action, and can it get a scan token from STAW:Romulan Pilot?


DS9 can't move, it has no maneuvers nor dial, so I would disallow it from either of those.


On the other pylon, with the rules changes it could be argued that they *do* get a "move" (a green 0 do-nothing), which then allows them to remove Aux tokens and whatnot.


It has been established that Space Stations can get rid of Aux tokens without moving. It's not much of a stretch to say they can use Martok or the Romulan Pilot as well. Martok would occur just before Action Step as usual, and Romulan Pilot would grant a Scan token, but no movement.

6. Is it possible for a Station to remove an Auxiliary Power Token or an Energy Dampening Token?

Yes. During a Station's turn to act during the Activation Phase, it removes 1 Auxiliary Power Token or 1 Energy Dampening Token automatically at the end of Step 5 (Clean Up).


That was my thought, but I could see it going either way. Would love to hear an official word from Andrew on this one.
Harry Llama 15063880

rtsuk wrote:

Harry Llama wrote:


Thank you, Andrew. Just to confirm, does the new (rolled for) initiative order supersede the players' ability to choose which of their initiative-tied captains (i.e. Kirk or Picard) can go first?


Andrew didn't rule that. The example he was responding to was two player each with 9 skill captains on Federation ships. Nothing has changed about tied captains in a single player's fleet.

I didn't mean to imply he ruled it. I'm asking if after the players roll to determine initiative (when there are two Kirks and two Picards and iniative is otherwise tied) do they forgoe getting to choose which one goes first - is initiative completely locked the way it has been rolled?

Example: Dice are rolled for each captain and the initiative is as follows - Kirk (Player 1), Kirk (Player 2), Picard (Player 2), Picard (Player 1). Can Player 2 choose to let their Picard go first since they are the same iniative? Can Player 1 choose to let their Picard go first and have Kirk go last instead in this example? Basically, all the captains are still initiative 9 so it could be argued the players get to choose which one of their captains goes before their other.
rtsuk 15063964
Page 18 of the rule book says unequivocally that you may resolve your own tied ships in any order you choose. I imagine that means you should roll dice to establish initiative between groups of tied ships controlled by different players, not individual ships.
Harry Llama 15064130

rtsuk wrote:

Page 18 of the rule book says unequivocally that you may resolve your own tied ships in any order you choose. I imagine that means you should roll dice to establish initiative between groups of tied ships controlled by different players, not individual ships.

Rolling for initiative is essentially a "tie breaker", it could also be argued they are no longer tied.
Mordaenor 15064563

Harry Llama wrote:

rtsuk wrote:

Page 18 of the rule book says unequivocally that you may resolve your own tied ships in any order you choose. I imagine that means you should roll dice to establish initiative between groups of tied ships controlled by different players, not individual ships.

Rolling for initiative is essentially a "tie breaker", it could also be argued they are no longer tied.


In a roll-off you wouldn't roll for each ship, just the whole side. So either you have initiative, or your opponent does. Treat whoever won as if they had a small Fleet size (99 vs. 100)

So you are still choosing your own order among your own ships.
Harry Llama 15065803

Mordaenor wrote:

Harry Llama wrote:

rtsuk wrote:

Page 18 of the rule book says unequivocally that you may resolve your own tied ships in any order you choose. I imagine that means you should roll dice to establish initiative between groups of tied ships controlled by different players, not individual ships.

Rolling for initiative is essentially a "tie breaker", it could also be argued they are no longer tied.


In a roll-off you wouldn't roll for each ship, just the whole side. So either you have initiative, or your opponent does. Treat whoever won as if they had a small Fleet size (99 vs. 100)

So you are still choosing your own order among your own ships.

From page 18: "It may be possible for different players to have ships from the same faction with the same Captain Skill. When this occurs, determine randomly at the start of the game which of those ships will have initiative over the others throughout the game."

This implies initiative is determined individually by ship, not as a whole by player.
aaron2310 15066264
This came up during a friendly yesterday - Unified Forces reroll can be used to reroll a blank after spending a TL to reroll twice with Tactical Officer?
FleetCaptDanAdams 15067787
Can you use Disobey Orders to change a token between firing your photon torpedos and your secondary torpedo launcher?
Magentawolf 15068741

FleetCaptDanAdams wrote:

Can you use Disobey Orders to change a token between firing your photon torpedos and your secondary torpedo launcher?


Yes. The Secondary Torpedo Launcher does not have to take place immediately after the first attack, so there is the opportunity to use Disobey Orders between the two.
davedujour 15069194

aaron2310 wrote:

This came up during a friendly yesterday - Unified Forces reroll can be used to reroll a blank after spending a TL to reroll twice with Tactical Officer?


UF reroll says "even if it's already been rerolled", so I think that's fine. TL is the first reroll for any dice, TacOfficer is the second for the dice that TL rerolled, United Force is the third, but for only a single die.
swingk2121 15069268

aaron2310 wrote:

This came up during a friendly yesterday - Unified Forces reroll can be used to reroll a blank after spending a TL to reroll twice with Tactical Officer?


At first I thought no, however upon reading the card it just specifies that you can reroll a dice that has already been rerolled.

So yes, because it doesn't specify a number it just says reroll a reroll.
aaron2310 15069698
That's what I thought but just wanted it in writing - you know, in case.
DragonBones 15069745
Just to be clear questions.

1) Antimatter Mines - They are an attack and can be modified by abilities such as Scotty, Donatra, Flagship, etc. that gives an Attack Die (explain a little bit in a second on flagship), ... or if you have a scan with Dimitri, do you get to reroll 2 dice? However they can not be modified by target lock or battle stations. In addition that ability modification only applies to one attack and so if your mines hit TWO ships, the modified one with abilities has to be declared and the other ship gets the normal 4 dice. So back to my flagship scenario - so it says within range 2-3 but you can place the mine that a portion is in range 1 - so if the other portion is in range 2 and hits the ship then do you get the benefit of the flagship =1 attack die - seems technically you would.

2) Just to be clear ... if any portion of your movement template leaves the playing area... that ship is considered off the board

thanks!

Great interview on JadedGamer Cast
delta_angelfire 15069801
1) sounds mostly correct to me. However, any card that modifies attack modifies all of them (Donatra, Dmitri or Spock would affect both/all). It's the ones that "add attack dice this round" (like Scotty) you have to pick where the dice go.

2) your ship only "leaves" the playing area if it's BASE ends outside (at any point). The template does not matter. You also cannot save yourself if you end outside the field with the idea that you can echo back into the playfield.
Magentawolf 15070298

DragonBones wrote:

Just to be clear questions.

1) Antimatter Mines - ... So back to my flagship scenario - so it says within range 2-3 but you can place the mine that a portion is in range 1 - so if the other portion is in range 2 and hits the ship then do you get the benefit of the flagship =1 attack die - seems technically you would.



In this example, the opposing ship would have to be at Range 2 (from closest point to closest point) to get the bonus, not just a portion of the minefield. Otherwise, yes, that's correct.
dc0nklin 15070583

davedujour wrote:

BruinGirl wrote:

For Op 6, the pylon weapons on DS9 have range 3.

Question: where do you start to measure the range three from the DS9 Pylons? From the beginning tip of the triangle (the firing arc range) or the far edge of the triangle firing arc (extending from the triangle)?


Always measure from the edge of the DS9 token.


Does this apply to the "body" shot as well? During OP1 I thought it was ruled that range for the main body was measured from the yellow arrow near the center.
anyGould 15070729

dc0nklin wrote:

davedujour wrote:

BruinGirl wrote:

For Op 6, the pylon weapons on DS9 have range 3.

Question: where do you start to measure the range three from the DS9 Pylons? From the beginning tip of the triangle (the firing arc range) or the far edge of the triangle firing arc (extending from the triangle)?


Always measure from the edge of the DS9 token.


Does this apply to the "body" shot as well? During OP1 I thought it was ruled that range for the main body was measured from the yellow arrow near the center.


You measure both from the edge token.

(If it makes it easier to understand/explain, range 3 from the yellow arrow is the same distance as range 2 from the token edge. So the range 2 limitation on the main guns is just accounting for the extra distance. )
BruinGirl 15070864
Hi Andrew,

Thanks for keeping up with all of our questions. You have a great game here and more people are actually playing than before!

Quick question: I've noticed you gave two different rulings regarding Advanced Weapon Systems and cloaking.

On one ruling, you gave the 'thumbs up' and agreed that the ship DOES NOT have to flip from green to red for the two dice rollings of the Once More Unto the Breach attack. This ruling was January 24th, 2014.
http://boardgamegeek.com/article/14649566#14649566

Quote with 'Thumbs Up' from Andrew:

"AWS is disabled when you attack to prevent your attack from decloaking the ship. In this case (OMUB) your cloak token remains green. The token therefore is not removed at the end of turn and you do not need to take a cloak action next turn to recloak."

On another ruling, you said the ship DOES have to flip from green to red for the two rice rollings of the Energy Disrupter attack. This ruling was September 18th, 2013.
http://boardgamegeek.com/article/13446245#13446245

Text:"When attacking, you may disable this card before rolling any dice to keep your [cloak] token from flipping to its red side."

Text:
"Action: Discard this card to allow your Primary Weapon to make a total of 2 attacks this round at -1 attack die each. You may not roll any defense dice this round."



So I am wondering, using the Advanced Weapon System, can my ship stay cloaked with using these attacks (OMUB, Energy Disruptor, etc.)?

Personally, I like your ruling regarding of Once More unto the Breach, since it is more recent (and because I like Klingons).
davedujour 15070902

BruinGirl wrote:

Hi Andrew,

Thanks for keeping up with all of our questions. You have a great game here and more people are actually playing than before!

Quick question: I've noticed you gave two different rulings regarding Advanced Weapon Systems and cloaking.

On one ruling, you gave the 'thumbs up' and agreed that the ship DOES NOT have to flip from green to red for the two dice rollings of the Barrage of Fire attack. This ruling was January 24th, 2014.
http://boardgamegeek.com/article/14649566#14649566

On another ruling, you said the ship DOES have to flip from green to red for the two rice rollings of the Energy Disrupter attack. This ruling was September 18th, 2013.
http://boardgamegeek.com/article/13446245#13446245

So I am wondering, using the Advanced Weapon System, can my ship stay cloaked with using these attacks (Barrage of Fire, Energy Disruptor, etc.)?

Personally, I like your ruling regarding Barrage of Fire, since it is more recent (and because I like Klingons).


Reminder: Please quote all the cards used in a question.

This is already answered in the FAQ. Not the commentary thread, the actual FAQ, the first post.

15. If a Cloaked ship assists during a Barrage of Fire, must it flip its Cloak Token over to the red side?

Yes. The ship is still considered to have "fired" this turn.


Since AWS stops a ship from flipping a Cloak token over it must be disabled if the ship didn't want to uncloak when participating in a Barrage of Fire or any other attack.
BruinGirl 15071378
Sorry Dave,
I'm asking about Once More Unto the Breach.
Magentawolf 15071772

BruinGirl wrote:



....

So I am wondering, using the Advanced Weapon System, can my ship stay cloaked with using these attacks (OMUB, Energy Disruptor, etc.)?

Personally, I like your ruling regarding of Once More unto the Breach, since it is more recent (and because I like Klingons).


If you go down one or two more posts in that same thread, you find this, which was also thumbed -

http://boardgamegeek.com/article/14650409#14650409


As Once More Unto the Breach grants 2 attacks each with their own roll the Advanced Weapon System would only prevent the Cloak token from being flipped on the first attack; it would be disabled for the second.

You could do it if you had a second AWS to use OR if you had an Emergency Medical Hologram (though this is Federation).

You Attack and disable the EMH in place of the AWS to use the AWS's ability and then Attack a second time, this time disabling the AWS.


The AWS will work only on a single attack, and will need multiple copies or activations to keep cloaked if you attack more than once.
mfernandez 15072466

davedujour wrote:

mfernandez wrote:

Andrew Parks wrote:


WEAPON UPGRADES

8. After firing the Antimatter Mines, does the Minefield Token remain in the play area for the duration of the game?

Yes.


Dear Andrew,

I'm part of a growing circle of fans of ST:AW. We love it!

We have two follow-up questions:

(1) Does this rule also apply to Cloaked Mines and/or other mines? If yes or no, can the rule be amended to mention the inclusion or exclusion of Cloaked Mines and/or other mines from this ruling?

(2) In a game or mission with three (or more) players (e.g., "A New Source of Dilithium" and "The Chase"), if the player who dropped the Antimatter Mines or Cloaked Mines or other minefield is defeated, do his/her minefields remain in the game (to affect and damage the remaining players) until the game actually is actually won by one of the remaining players?

Thanks in advance.


1) Yes. The rules for the Minefield Token apply to all Minefield Tokens no matter the source. Antimatter Mines, Cloaked Mines, Nuclear Warhead all use the same Minefield Token. Specific rules on those cards (Cloaked Mines have Range 1 and don't damage the owner, for example) are obviously different.

2) The Minefield Token stays on the table for the rest of the game.


Thank you, Dave Benhart, for your quick and clear answer. I notice your answer got a Thumbs Up forum action from Andrew Parks, which means it is correct (according to Andrew's FAQ rules), so this is case closed. Many thanks!
mugato 15073065
Conditional Surrender - When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud- If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.


Put Conditional Surrender and 2 or 3 (with flagship) copies of shroud on a ship with one dominion crew member.

Would I be allowed to discard the Shroud instead to satisfy the conditional surrender's cost of discarding a crew? Or would the discard "ALL" still come back and discard the crew member I tried to protect with Shroud?

If so, stacking multiple shrouds would let you keep you from taking an attack for 2-3 turns. That's a pretty awesome ability to have, especialy since shroud is only 1 cost and non-unique.

Related to this, what does cancel attack mean? Can you shoot again at a different ship the same turn?




Mordaenor 15073516

mugato wrote:


Related to this, what does cancel attack mean? Can you shoot again at a different ship the same turn?


No. CS is used just after the attack is declared, the attack is wasted.
This can be particularly devastating if your opponent just spent their Target Lock to use a secondary weapon, as the TL stays spent.

http://www.boardgamegeek.com/wiki/page/STAW:Conditional_Surrender
AgentJ 15076083
So I understand that according to Page 14, Section 7: Dealing Damage, you lose 1 shield token for each uncanceled hit (normal or critical), or take 1 damage card if you have no active shields. My question is when one hit and one critical result are uncanceled and you have no active shields, which result do you take as the 1 damage card to your hull?

Rulebook Reference

7. DEAL DAMAGE
During this step, ships that have been hit suffer damage based upon uncanceled [Hit] and [Critical] results. The hit ship suffers 1 damage for each uncanceled [Hit] result and then suffers 1 critical damage for each uncanceled [Critical] result. For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).

SUFFERING DAMAGE
2. Damage Hull: Deal one Damage Card to the ship based on the type of damage suffered. If the ship suffered damage (such as from a [Hit] result), place the Damage Card face down besides the ship’s card. If the ship suffered critical damage (such as from a [Critical] result), place the Damage Card face up next to the ship’s card.
TheWaspinator 15076153
The part you quoted clearly says you take the normal hits and THEN the critical ones, aka the worst case scenario for the guy being shot.
lordrahvin 15076178

AgentJ wrote:

So I understand that according to Page 14, Section 7: Dealing Damage, you lose 1 shield token for each uncanceled hit (normal or critical), or take 1 damage card if you have no active shields. My question is when one hit and one critical result are uncanceled and you have no active shields, which result do you take as the 1 damage card to your hull?


In this case, you would receive 2 damage cards because you have been hit twice (once critically and once normally) and both those hits were not cancelled. One card will be received face-down (for the regular hit) and one face-up (for the critical hit). Follow any instructions on the face-up damage card.

It is possible to receive more than one card in an attack if the die roll resulted in more than one hit and those hits were not cancelled and the opponent didn't have shield tokens to resolve the damage.
ThatDude 15076241
I see Jeremy, WOW.... So if I hit you for a Barrage of Fire... and did 9 Damage... you loose 4 shields and the take 1 damage card not 5? This Is awesome IF it is true... BUT its IN THE RULEBOOK. Thats how i read it.
AgentJ 15076276
I initially thought you would take multiple damage to your hull for an equal number of uncanceled results, however the rulebook clearly states that if you don't have any active shields, you receive 1 Damage Card instead. I would guess this result would be a critical, if there are multiple hits and criticals since the critical hits are worse, but I figured I would ask just to make sure.
lordrahvin 15076305

AgentJ wrote:

The hit ship suffers 1 damage for each uncanceled [Hit] result


AgentJ wrote:

and then suffers 1 critical damage for each uncanceled [Critical] result.


For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).


The key word here is "each".

Note here that this is "must receive 1 Damage Card" for each damage or critical damage suffered. If the damage was suffered from a Hit result, the card is played face-down and if the damage was suffered from a Critical Hit result, then the card is played face-up.

So if your opponent rolled one [Hit] and one [Critical Hit], you would cancel the [Hit] first, if possible. If both of them were uncancelled, then you would start by resolving the [Hit] either by losing an active shield token or drawing a face-down damage card. Since there are no further [Hits], you would then go on to resolving [Critical Hits] by removing an active shield token or drawing a face-up damage card.
TheWaspinator 15076317
It says that if you take a damage, you take shield damage. If you have no shields, you take hull damage. You repeat that process or each point of damage.
ThatDude 15076347
If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).

it does not say for "each"
AgentJ 15076408

lordrahvin wrote:

AgentJ wrote:

The hit ship suffers 1 damage for each uncanceled [Hit] result


AgentJ wrote:

and then suffers 1 critical damage for each uncanceled [Critical] result.


For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).


The key word here is "each".

Note here that this is "must receive 1 Damage Card" for each damage or critical damage suffered. If the damage was suffered from a Hit result, the card is played face-down and if the damage was suffered from a Critical Hit result, then the card is played face-up.

So if your opponent rolled one [Hit] and one [Critical Hit], you would cancel the [Hit] first, if possible. If both of them were uncancelled, then you would start by resolving the [Hit] either by losing an active shield token or drawing a face-down damage card. Since there are no further [Hits], you would then go on to resolving [Critical Hits] by removing an active shield token or drawing a face-up damage card.


Normally I would agree, but the sentence with "each" is talking about the shields, not the hull. The next sentence states that if you have no active shields, then you take 1 Damage Card "instead". Instead of what? Instead of taking multiple hits? According to the wording that is what it sounds like to me.
mathguy6189 15076496

AgentJ wrote:

lordrahvin wrote:

AgentJ wrote:

The hit ship suffers 1 damage for each uncanceled [Hit] result


AgentJ wrote:

and then suffers 1 critical damage for each uncanceled [Critical] result.


For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).


The key word here is "each".

Note here that this is "must receive 1 Damage Card" for each damage or critical damage suffered. If the damage was suffered from a Hit result, the card is played face-down and if the damage was suffered from a Critical Hit result, then the card is played face-up.

So if your opponent rolled one [Hit] and one [Critical Hit], you would cancel the [Hit] first, if possible. If both of them were uncancelled, then you would start by resolving the [Hit] either by losing an active shield token or drawing a face-down damage card. Since there are no further [Hits], you would then go on to resolving [Critical Hits] by removing an active shield token or drawing a face-up damage card.


Normally I would agree, but the sentence with "each" is talking about the shields, not the hull. The next sentence states that if you have no active shields, then you take 1 Damage Card "instead". Instead of what? Instead of taking multiple hits? According to the wording that is what it sounds like to me.


Seriously?

Quit trying to break the game.
You take one damage for every uncanceled hit. It's plain and simple.

Look at Page 14 in the main rulebook, Section 7 Deal Damage. "The hit ship suffers 1 damage for each uncanceled [hit] result and then suffers 1 critical damage for each uncanceled [crit] result. For each damage or critical damage suffered, the ship must lose one Active Shield Token. If it has no Active Shield Tokens, it must receive 1 Damage Card instead.

The phrasing of "For each damage then..." means that you do that for each damage. Essentially it's this. If you take damage, then lose active shields. If you have no active shields then take hull damage instead. It's 1 damage per uncanceled hit or crit. No other way to interpret that paragraph aside from wishful thinking and poor English.
Dacheldor 15076533
If it is true that you only take one hit to hull each time (which looking in the book I find I'm now unable to disprove) I think it is obvious you would keep the crit not the hit.
AgentJ 15076639

Dacheldor wrote:

If it is true that you only take one hit to hull each time (which looking in the book I find I'm now unable to disprove) I think it is obvious you would keep the crit not the hit.


Yea that's what I assumed since it the worst of the two rolls. That definitely is a reason to use the elite attack die with the double hit side.
koku_ryu 15076866

AgentJ wrote:

Dacheldor wrote:

If it is true that you only take one hit to hull each time (which looking in the book I find I'm now unable to disprove) I think it is obvious you would keep the crit not the hit.


Yea that's what I assumed since it the worst of the two rolls. That definitely is a reason to use the elite attack die with the double hit side.


If this worked like you want to believe it works, then explain how STAW:Interphase Generator works in your magical fairy-tale land?

(as in, the way you say it works, I can take my 1 damage, or discard my generator to... take 1 damage)
BruinGirl 15077023
I agree with David; are you guys joking around with these questions about damage?

If you take three hits, then you take three cards... Face up cards for crits... It's super clear in the rulebook...

"For each point of damage suffered, deal one Damage Card face down next to the defending ship's card."


mathguy6189 wrote:

AgentJ wrote:

lordrahvin wrote:

AgentJ wrote:

The hit ship suffers 1 damage for each uncanceled [Hit] result


AgentJ wrote:

and then suffers 1 critical damage for each uncanceled [Critical] result.


For each damage or critical damage suffered, the ship must lose one Active Shield Token (blue). If it has no Active Shield Tokens, it must receive 1 Damage Card instead (see “Suffering Damage” on page 17).


The key word here is "each".

Note here that this is "must receive 1 Damage Card" for each damage or critical damage suffered. If the damage was suffered from a Hit result, the card is played face-down and if the damage was suffered from a Critical Hit result, then the card is played face-up.

So if your opponent rolled one [Hit] and one [Critical Hit], you would cancel the [Hit] first, if possible. If both of them were uncancelled, then you would start by resolving the [Hit] either by losing an active shield token or drawing a face-down damage card. Since there are no further [Hits], you would then go on to resolving [Critical Hits] by removing an active shield token or drawing a face-up damage card.


Normally I would agree, but the sentence with "each" is talking about the shields, not the hull. The next sentence states that if you have no active shields, then you take 1 Damage Card "instead". Instead of what? Instead of taking multiple hits? According to the wording that is what it sounds like to me.


Seriously?

Quit trying to break the game.
You take one damage for every uncanceled hit. It's plain and simple.

Look at Page 14 in the main rulebook, Section 7 Deal Damage. "The hit ship suffers 1 damage for each uncanceled [hit] result and then suffers 1 critical damage for each uncanceled [crit] result. For each damage or critical damage suffered, the ship must lose one Active Shield Token. If it has no Active Shield Tokens, it must receive 1 Damage Card instead.

The phrasing of "For each damage then..." means that you do that for each damage. Essentially it's this. If you take damage, then lose active shields. If you have no active shields then take hull damage instead. It's 1 damage per uncanceled hit or crit. No other way to interpret that paragraph aside from wishful thinking and poor English.
koku_ryu 15077034
AH-HA! Found it in the quick start rules. Page 4.

Phase 3:Attack, down with comparing results, point number 3:

"For each uncanceled [HIT] or [CRIT] result, the defending ship suffers one point of damage. For each point of damage suffered, deal one Damage Card face down next to the defending ship's card."

for EACH point of damage suffered.
TomTheCPA 15077328

koku_ryu wrote:

AH-HA! Found it in the quick start rules. Page 4.

Phase 3:Attack, down with comparing results, point number 3:

"For each uncanceled [HIT] or [CRIT] result, the defending ship suffers one point of damage. For each point of damage suffered, deal one Damage Card face down next to the defending ship's card."

for EACH point of damage suffered.


agree with Koku_ryu and others ...

I have to hope the original poster of this topic was trolling ...

You will NOT NERF my Barrage of FIRE!
AgentJ 15077396

TomTheCPA wrote:

koku_ryu wrote:

AH-HA! Found it in the quick start rules. Page 4.

Phase 3:Attack, down with comparing results, point number 3:

"For each uncanceled [HIT] or [CRIT] result, the defending ship suffers one point of damage. For each point of damage suffered, deal one Damage Card face down next to the defending ship's card."

for EACH point of damage suffered.


agree with Koku_ryu and others ...

I have to hope the original poster of this topic was trolling ...

You will NOT NERF my Barrage of FIRE!


Actually I was just getting annoyed at all the stupid questions that have made this FAQ 126 pages long and decided it needed a little satire.

In all seriousness though, I have seen a divergence between X-Wing and Attack Wing, where the first focuses on tactics and maneuvering, and the second is all about who can throw the most attack dice. I think a rule like this would prevent a 1-shot jousting match that lasts 10 minutes... but that is a discussion for another thread.
paulsk 15077600

AgentJ wrote:



Normally I would agree, but the sentence with "each" is talking about the shields, not the hull. The next sentence states that if you have no active shields, then you take 1 Damage Card "instead". Instead of what? Instead of taking multiple hits? According to the wording that is what it sounds like to me.


"For each damage or critical damage suffered, the ship must lose one Active shield Token (blue). If it has no Active shield Tokens it must receive 1 Damage Card instead."

"Instead" refers to each damage/crit damage causing a damage card instead of removing a shield. If you imagine the two sentences being combined it would be: 'For each damage or critical damage suffered, if it has no Active Shield Tokens, it must receive 1 Damage Card.'

And consider that if you were right, no attack could ever do more than 1 hull damage at a time, regardless of whether you just finished off the shields or if they had already been shot away, or never existed. Every game would go to time because it would take too damn long to kill anything!
Dacheldor 15077630

AgentJ wrote:

In all seriousness though, I have seen a divergence between X-Wing and Attack Wing, where the first focuses on tactics and maneuvering, and the second is all about who can throw the most attack dice. I think a rule like this would prevent a 1-shot jousting match that lasts 10 minutes... but that is a discussion for another thread.


Actually, the write-up in X-Wing makes the rules extremely clear. I've found often when rules are in question in the Attack Wing guide the X-Wing guide will explain them better. Of course, this only works for those rules they've kept the same. There are plenty of rules that are different (some for the better) and even though most of the combat and turn phases are similar (since they both are based on the fantasy flight games rules) I feel both games have a completely different feel. I'm actually a fan of both.

For those interested, on page 16 of the X-Wing rulebook it states: Ships can suffer damage from different sources, such as being hit during combat or by an effect or card ability. Damage cards track how much damage each ship has suffered and are used to determine if the ship has been destroyed. When a ship suffers damage or critical damage, it suffers them one at a time following these steps. The ship must suffer all normal damage before suffering any critical damage.

1) Reduce Shields: If there are any shield tokens remaining on the ship's card, remove one of the tokens and skip Step 2. If there are no shield tokens, proceed to Step 2 below.

2) Damage Hull: Deal one Damage card to the ship based on the type of damage it suffered. If the ship suffered damage (such as from a "HIT" result), place the Damage card facedown next to the ship's card. If the ship suffered critical damage (such as from a Crit result), place the Damage card faceup next to the ship's card (see "Critical Damage" section).
hockeyjedi 15077749

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.
AgentJ 15077806

hockeyjedi wrote:

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.


That is true, but there is a difference between a FAQ that explains questions users have concerning the rules and cards, and one that tries to change the rules after the fact. There have been a lot of "rulings" here that have left people scrambling to read through the entire thread or else be called out at a tournament for a card they thought worked a certain way, but was then changed and left them at a disadvantage.

Having a rule that the Rook moves forward, backwards, and sideways is fine, but don't tell the players later that it also can only move 3 squares at a time.
TheWaspinator 15077880
A lot of the posts in this thread are people repeating stuff answered in the first post because they didn't read it. That pads the length.

Also, this game does have a maneuvering and strategy element. Especially when stuff like planets are around. I have played matches where my opponent literally never had a chance to shoot me because I out-maneuvered them so badly.
swingk2121 15077975

TheWaspinator wrote:

A lot of the posts in this thread are people repeating stuff answered in the first post because they didn't read it. That pads the length.

Also, this game does have a maneuvering and strategy element. Especially when stuff like planets are around. I have played matches where my opponent literally never had a chance to shoot me because I out-maneuvered them so badly.


http://boardgamegeek.com/wiki/page/STAW%3A

I find this link extremely useful and now that I have it whenever I have had a question I go to this link first. We have had several very dedicated individuals put forth major effort to maintain this! It is amazing because it takes this 126 page and growing FAQ and narrows it down to only the important clarifications by Andrew on a card by card basis. It links all thread discussions where clarifications where made.

I think this should be the first line of the FAQ page 1:

If you have a question regarding a specific upgrade or upgrade interactions please consult the wiki (which provides the most concise rulings) http://boardgamegeek.com/wiki/page/STAW%3A
BruinGirl 15078497

Hey Jeremy,

You have the right to be annoyed at "all the stupid questions" on this FAQ, but your satire doesn't help.

If you want to start your own forum about why X-Wing is better than Attack Wing, then go ahead... but this isn't the right place for it.



AgentJ wrote:

TomTheCPA wrote:

koku_ryu wrote:

AH-HA! Found it in the quick start rules. Page 4.

Phase 3:Attack, down with comparing results, point number 3:

"For each uncanceled [HIT] or [CRIT] result, the defending ship suffers one point of damage. For each point of damage suffered, deal one Damage Card face down next to the defending ship's card."

for EACH point of damage suffered.


agree with Koku_ryu and others ...

I have to hope the original poster of this topic was trolling ...

You will NOT NERF my Barrage of FIRE!


Actually I was just getting annoyed at all the stupid questions that have made this FAQ 126 pages long and decided it needed a little satire.

In all seriousness though, I have seen a divergence between X-Wing and Attack Wing, where the first focuses on tactics and maneuvering, and the second is all about who can throw the most attack dice. I think a rule like this would prevent a 1-shot jousting match that lasts 10 minutes... but that is a discussion for another thread.
Andrew Parks 15078513

Dacheldor wrote:

Actually, the write-up in X-Wing makes the rules extremely clear. I've found often when rules are in question in the Attack Wing guide the X-Wing guide will explain them better. Of course, this only works for those rules they've kept the same. There are plenty of rules that are different (some for the better) and even though most of the combat and turn phases are similar (since they both are based on the fantasy flight games rules) I feel both games have a completely different feel. I'm actually a fan of both.

For those interested, on page 16 of the X-Wing rulebook it states: Ships can suffer damage from different sources, such as being hit during combat or by an effect or card ability. Damage cards track how much damage each ship has suffered and are used to determine if the ship has been destroyed. When a ship suffers damage or critical damage, it suffers them one at a time following these steps. The ship must suffer all normal damage before suffering any critical damage.

1) Reduce Shields: If there are any shield tokens remaining on the ship's card, remove one of the tokens and skip Step 2. If there are no shield tokens, proceed to Step 2 below.

2) Damage Hull: Deal one Damage card to the ship based on the type of damage it suffered. If the ship suffered damage (such as from a "HIT" result), place the Damage card facedown next to the ship's card. If the ship suffered critical damage (such as from a Crit result), place the Damage card faceup next to the ship's card (see "Critical Damage" section).


Actually, 90% of this wording exists on page 17 of the Star Trek: Attack Wing rulebook. The only additions are things that are unique to ST:AW, such as references to Disabled Shield Tokens. whistle
TomTheCPA 15080652

Andrew Parks wrote:

Dacheldor wrote:

Actually, the write-up in X-Wing makes the rules extremely clear. I've found often when rules are in question in the Attack Wing guide the X-Wing guide will explain them better. Of course, this only works for those rules they've kept the same. There are plenty of rules that are different (some for the better) and even though most of the combat and turn phases are similar (since they both are based on the fantasy flight games rules) I feel both games have a completely different feel. I'm actually a fan of both.

For those interested, on page 16 of the X-Wing rulebook it states: Ships can suffer damage from different sources, such as being hit during combat or by an effect or card ability. Damage cards track how much damage each ship has suffered and are used to determine if the ship has been destroyed. When a ship suffers damage or critical damage, it suffers them one at a time following these steps. The ship must suffer all normal damage before suffering any critical damage.

1) Reduce Shields: If there are any shield tokens remaining on the ship's card, remove one of the tokens and skip Step 2. If there are no shield tokens, proceed to Step 2 below.

2) Damage Hull: Deal one Damage card to the ship based on the type of damage it suffered. If the ship suffered damage (such as from a "HIT" result), place the Damage card facedown next to the ship's card. If the ship suffered critical damage (such as from a Crit result), place the Damage card faceup next to the ship's card (see "Critical Damage" section).


Actually, 90% of this wording exists on page 17 of the Star Trek: Attack Wing rulebook. The only additions are things that are unique to ST:AW, such as references to Disabled Shield Tokens. whistle


The other principal difference, which makes ST:AW more of a "stacking dice" game (which is neither good nor bad, just a difference), is the ability for ships to cloak.

Radically changing the number of defense dice a ship can roll makes it imperative to be able to add attack dice in this game. So there's an inherent difference in the two games based on the technology that was employed in the underlying mythos.
Magentawolf 15080836

TomTheCPA wrote:



The other principal difference, which makes ST:AW more of a "stacking dice" game (which is neither good nor bad, just a difference), is the ability for ships to cloak.

Radically changing the number of defense dice a ship can roll makes it imperative to be able to add attack dice in this game. So there's an inherent difference in the two games based on the technology that was employed in the underlying mythos.


Unfortunately, yes; this is the biggest downfall of the game in my opinion. In order to get anywhere, you need enough firepower to reliably pierce a cloaked ships' defenses, and that same amount of power will shred an uncloaked vessel.

I'd love to take a swarm of smaller ships, but as soon as I run into a cloaked opponent, I lose all ability to do damage.
davedujour 15081248

AgentJ wrote:


Actually I was just getting annoyed at all the stupid questions that have made this FAQ 126 pages long and decided it needed a little satire.


The FAQ isn't 126 pages long. The FAQ is a single post that is 9 pages printed out (single sided). The rest of this thread is just commentary and questions and people screwing around. I admit that I've done it too, but this isn't the FAQ. Only the first post is the FAQ.

H00D4M4N 15082205

hockeyjedi wrote:

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.


Actually Checkers doesn't need much of a FAQ because the instructions how to play were very clear from the start and most of the pieces had proper playtesting.
hockeyjedi 15082290

Magentawolf wrote:

TomTheCPA wrote:



The other principal difference, which makes ST:AW more of a "stacking dice" game (which is neither good nor bad, just a difference), is the ability for ships to cloak.

Radically changing the number of defense dice a ship can roll makes it imperative to be able to add attack dice in this game. So there's an inherent difference in the two games based on the technology that was employed in the underlying mythos.


Unfortunately, yes; this is the biggest downfall of the game in my opinion. In order to get anywhere, you need enough firepower to reliably pierce a cloaked ships' defenses, and that same amount of power will shred an uncloaked vessel.

I'd love to take a swarm of smaller ships, but as soon as I run into a cloaked opponent, I lose all ability to do damage.


Well, don't go running back to X-Wing...



swingk2121 15083104

H00D4M4N wrote:

hockeyjedi wrote:

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.


Actually Checkers doesn't need much of a FAQ because the instructions how to play were very clear from the start and most of the pieces had proper playtesting.


This is just an uncalled for comment. You might have had an intended target, but this is an extremely rude comment to leave in a tread maintained by one of the Star Trek Attack Wing game designers who has been kind enough to clarify complex interactions that take place.

Every game that has an evolving play environment is going to see conflicts develop. We are just lucky that this game has someone who can clarify issues when unintended side effects arise. In fact most of the issues that have come up in this thread are because the English language is not always the best for trying to communicate; information can be taken out of context and made to mean what you want (example: the Holy Bible). So just because problems have arisen doesn't mean the game had poor playtesting. I feel the real problem is people hoping that something can mean what they want it to.
delta_angelfire 15083247
Also, there is a difference between playtesting and quality control. probably 90% of the problems that arise in this game are from ambiguous wording choices, and that is a QC issue.
BruinGirl 15083531
Stupid comment Thomas Landy...

This FAQ is for people who care about the game and we benefit from having great support from one of the game designers.

Your comment is rude and insensitive and has no place here in this forum. If you want to complain about the game, start a new forum for that...

H00D4M4N wrote:

hockeyjedi wrote:

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.


Actually Checkers doesn't need much of a FAQ because the instructions how to play were very clear from the start and most of the pieces had proper playtesting.
H00D4M4N 15083637

swingk2121 wrote:

H00D4M4N wrote:

hockeyjedi wrote:

AgentJ wrote:

That is much more clearly written than the attack wing manual. No wonder there isn't a 126 FAQ for the X-wing rules and cards.


Well, that, and the fact that XW has only 10 ships and very few upgrades, and incredibly limited customization options...

Checkers has a smaller FAQ than chess, too.


Actually Checkers doesn't need much of a FAQ because the instructions how to play were very clear from the start and most of the pieces had proper playtesting.


This is just an uncalled for comment. You might have had an intended target, but this is an extremely rude comment to leave in a tread maintained by one of the Star Trek Attack Wing game designers who has been kind enough to clarify complex interactions that take place.

Every game that has an evolving play environment is going to see conflicts develop. We are just lucky that this game has someone who can clarify issues when unintended side effects arise. In fact most of the issues that have come up in this thread are because the English language is not always the best for trying to communicate; information can be taken out of context and made to mean what you want (example: the Holy Bible). So just because problems have arisen doesn't mean the game had poor playtesting. I feel the real problem is people hoping that something can mean what they want it to.


Um, it isn't as uncalled for as the comment comparing X-Wing to Checkers.

And you are right that Andrew is great with all the help he provides here. However, there are some big issues with the game, and while many of them have been taken care of *now*, the fact is people still shouldn't have to go to a third party site to learn how to properly play the game. I mean, the rulebook mentions nowhere that "this round" text means once per round only, but it seems like from comments posted here that this was always the intention. It didn't get translated well into the rules, though.

And yes, every game does have an evolving play environment, but do keep in mind that this game technically isn't new, there were at least two other games using the same system before Attack Wing was released. Sure it adds some innovative new concepts, but the core is still there. And most of the issues aren't with new things such as Cloaking, but rather unclear or absent wording on cards and/or in the rules.

Furthermore, there are only so many days in a month, so when waves are coming fast and furiously every two months or so (and soon to be monthly), it does shorten the time frame to thoroughly test things. It doesn't really have anything to do with the capabilities of whoever is doing the testing. When there is less time for testing things, there's a greater chance of problems slipping through the cracks.

Nevertheless, I apologize to anyone who found the comment offensive.
Ender02 15087612

H00D4M4N wrote:


Furthermore, there are only so many days in a month, so when waves are coming fast and furiously every two months or so (and soon to be monthly), it does shorten the time frame to thoroughly test things. It doesn't really have anything to do with the capabilities of whoever is doing the testing. When there is less time for testing things, there's a greater chance of problems slipping through the cracks.

Nevertheless, I apologize to anyone who found the comment offensive.


For the record, everything that has been released so far was all playtested at the same time. It is not like they are testing these things right before they are getting released. Andrew said that they playtested the first 27 expansions all together at the same time, which would have been at least last year before the Starter was released.
davedujour 15087795
Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?
swingk2121 15088396

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" implies this ability only lasts for this round, the word "each" implies that when this ship is defending, each time you defend during this round you would roll +3 defense dice.
BruinGirl 15088607
It is +3 defense dice every defensive roll ("each time you defend") this round.

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?
H00D4M4N 15088752

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.
Blipvert 15092163
Scenario: I place Romulan plasma torpedoes and a Romulan Tactical Officer on the same ship. May I use the text from both the plasma torpedoes (re-roll blanks one time) and the tactical officer's text (when removing a target lock to re-roll attack dice you may re-roll the dice one additional time)?

My take is no. Both are triggered by using the target lock.
Novacat 15092176

Blipvert wrote:

Scenario: I place Romulan plasma torpedoes and a Romulan Tactical Officer on the same ship. May I use the text from both the plasma torpedoes (re-roll blanks one time) and the tactical officer's text (when removing a target lock to re-roll attack dice you may re-roll the dice one additional time)?

My take is no. Both are triggered by using the target lock.

No. The Tactical Officer specifically functions when using a Target Lock to re-roll, not when re-rolling for any other reason.
Mordaenor 15093949

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.
fastback64 15093977

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


Well Ransom does give you two defense dice if you use an evade action. whistle
H00D4M4N 15094133
What qualifies as a "token"? We know Battle Stations, Evade, Cloak, etc. that are placed next to a ship are tokens, but do the new specialized tokens from recent waves also count as tokens or are they just more or less "reminders"?

This is important because of things like Concussive Charges (that remove tokens), and if they do technically count as tokens then shouldn't Concussive Charges also remove bonuses from earlier waves that do not have these specialized tokens (such as the +1 attack from Gowron)?
davedujour 15094166

fastback64 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


Well Ransom does give you two defense dice if you use an evade action. whistle


But Ransom doesn't add 2 to the Agility of the ship. That's what Mordaenor is saying: Sulu is the only card that actually changes the stats of a ship. Everything else just modifies attack or defense dice. That can be a significant difference.

Also, saying "adds X "this round" as a token being placed next to the ship with the bonus" is a bad idea for Tetryon Emissions because there's a token that comes with it that show +3 dice. Should that token be removed after the first use (like most of the other tokens) or not?

While I like that we're getting "reminder" tokens for so many things it is starting to get out of hand. I don't think we need tokens for every single little ability, just the ones that are only activated sometimes, typically as an Action. So the TE & N'Garen tokens are good & useful because they're not always in effect (the TE should be Agility symbol & the card should say Agility to clear up confusion), but the Sisko re-roll token isn't needed. Sisko always gets a reroll. No reason to keep one more piece of cardboard next to his ship for the entire game.
H00D4M4N 15094290

davedujour wrote:

fastback64 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


Well Ransom does give you two defense dice if you use an evade action. whistle


But Ransom doesn't add 2 to the Agility of the ship. That's what Mordaenor is saying: Sulu is the only card that actually changes the stats of a ship. Everything else just modifies attack or defense dice. That can be a significant difference.

Also, saying "adds X "this round" as a token being placed next to the ship with the bonus" is a bad idea for Tetryon Emissions because there's a token that comes with it that show +3 dice. Should that token be removed after the first use (like most of the other tokens) or not?

While I like that we're getting "reminder" tokens for so many things it is starting to get out of hand. I don't think we need tokens for every single little ability, just the ones that are only activated sometimes, typically as an Action. So the TE & N'Garen tokens are good & useful because they're not always in effect (the TE should be Agility symbol & the card should say Agility to clear up confusion), but the Sisko re-roll token isn't needed. Sisko always gets a reroll. No reason to keep one more piece of cardboard next to his ship for the entire game.


But TE specifies "each time you defend this round" so that token isn't removed after the first use because it is applied "each time the ship defends" in the round.
davedujour 15094329

H00D4M4N wrote:

davedujour wrote:

fastback64 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


Well Ransom does give you two defense dice if you use an evade action. whistle


But Ransom doesn't add 2 to the Agility of the ship. That's what Mordaenor is saying: Sulu is the only card that actually changes the stats of a ship. Everything else just modifies attack or defense dice. That can be a significant difference.

Also, saying "adds X "this round" as a token being placed next to the ship with the bonus" is a bad idea for Tetryon Emissions because there's a token that comes with it that show +3 dice. Should that token be removed after the first use (like most of the other tokens) or not?

While I like that we're getting "reminder" tokens for so many things it is starting to get out of hand. I don't think we need tokens for every single little ability, just the ones that are only activated sometimes, typically as an Action. So the TE & N'Garen tokens are good & useful because they're not always in effect (the TE should be Agility symbol & the card should say Agility to clear up confusion), but the Sisko re-roll token isn't needed. Sisko always gets a reroll. No reason to keep one more piece of cardboard next to his ship for the entire game.


But TE specifies "each time you defend this round" so that token isn't removed after the first use because it is applied "each time the ship defends" in the round.


That's what I'm saying. The example of having a token that gets removed is a bad example for the TE because it doesn't do that.
DrZ327 15094402

H00D4M4N wrote:

What qualifies as a "token"? We know Battle Stations, Evade, Cloak, etc. that are placed next to a ship are tokens, but do the new specialized tokens from recent waves also count as tokens or are they just more or less "reminders"?

This is important because of things like Concussive Charges (that remove tokens), and if they do technically count as tokens then shouldn't Concussive Charges also remove bonuses from earlier waves that do not have these specialized tokens (such as the +1 attack from Gowron)?


I asked this a few pages back. Andrew Parks said those 'effect tokens' are just reminders and are not removed by Concussive Charges.
I think the Critical Hit token is also a reminder.


BS, Evade, Scan, Target Locks, Cloak, Muon, EDT, Aux. Power count as tokens beside a ship. Tribbles are placed on the ship card.
Mordaenor 15094472

H00D4M4N wrote:

What qualifies as a "token"? We know Battle Stations, Evade, Cloak, etc. that are placed next to a ship are tokens, but do the new specialized tokens from recent waves also count as tokens or are they just more or less "reminders"?

This is important because of things like Concussive Charges (that remove tokens), and if they do technically count as tokens then shouldn't Concussive Charges also remove bonuses from earlier waves that do not have these specialized tokens (such as the +1 attack from Gowron)?


The Standard Actions: Battlestations, Evasive, Scan, Target Lock, and Cloak. (Everything except Sensor Echo)

These are tokens.

Anything else are just cardboard reminders.
H00D4M4N 15094515

DrZ327 wrote:

H00D4M4N wrote:

What qualifies as a "token"? We know Battle Stations, Evade, Cloak, etc. that are placed next to a ship are tokens, but do the new specialized tokens from recent waves also count as tokens or are they just more or less "reminders"?

This is important because of things like Concussive Charges (that remove tokens), and if they do technically count as tokens then shouldn't Concussive Charges also remove bonuses from earlier waves that do not have these specialized tokens (such as the +1 attack from Gowron)?


I asked this a few pages back. Andrew Parks said those 'effect tokens' are just reminders and are not removed by Concussive Charges.
I think the Critical Hit token is also a reminder.


BS, Evade, Scan, Target Locks, Cloak, Muon, EDT, Aux. Power count as tokens beside a ship. Tribbles are placed on the ship card.


Ah, thanks Dr. Z. That might be worth adding to the FAQ entry that says Concussive Charges still deal damage.
ThatDude 15094537
I have a question ... This wont go in the FAQ per say but this is the forum I believe the question needs to be in ... Andrew, in your experience and knowledge of the defense dice, what is the percentage of a certain die to roll an evade [unaided]? I know the formula has been around on the number of sides to the dice. But are these dice intentionally weighted towards a success of any kind? Or are they designed to be a hunk of plastic not weighted to do anything?

The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?

I am asking not because I got beat by him [i've lost matches before] but its the WAY i lost. Bottom line is I believe he cheated.
H00D4M4N 15094614

davedujour wrote:

H00D4M4N wrote:

davedujour wrote:

fastback64 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


Well Ransom does give you two defense dice if you use an evade action. whistle


But Ransom doesn't add 2 to the Agility of the ship. That's what Mordaenor is saying: Sulu is the only card that actually changes the stats of a ship. Everything else just modifies attack or defense dice. That can be a significant difference.

Also, saying "adds X "this round" as a token being placed next to the ship with the bonus" is a bad idea for Tetryon Emissions because there's a token that comes with it that show +3 dice. Should that token be removed after the first use (like most of the other tokens) or not?

While I like that we're getting "reminder" tokens for so many things it is starting to get out of hand. I don't think we need tokens for every single little ability, just the ones that are only activated sometimes, typically as an Action. So the TE & N'Garen tokens are good & useful because they're not always in effect (the TE should be Agility symbol & the card should say Agility to clear up confusion), but the Sisko re-roll token isn't needed. Sisko always gets a reroll. No reason to keep one more piece of cardboard next to his ship for the entire game.


But TE specifies "each time you defend this round" so that token isn't removed after the first use because it is applied "each time the ship defends" in the round.


That's what I'm saying. The example of having a token that gets removed is a bad example for the TE because it doesn't do that.


Because TE specifically says how it works. If it said "Action: add +3 defense dice this round" then you would only get it once because it would be adding +3 dice TOTAL for the round. So in that example, it would be removed after it is used.

However, TE is not worded that way. The "each time you defend" overrides this, so the bonus is applied for the entire round and not just the first use.
H00D4M4N 15094720

ThatDude wrote:

I have a question ... This wont go in the FAQ per say but this is the forum I believe the question needs to be in ... Andrew, in your experience and knowledge of the defense dice, what is the percentage of a certain die to roll an evade [unaided]? I know the formula has been around on the number of sides to the dice. But are these dice intentionally weighted towards a success of any kind? Or are they designed to be a hunk of plastic not weighted to do anything?

The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?

I am asking not because I got beat by him [i've lost matches before] but its the WAY i lost. Bottom line is I believe he cheated.


They are just normal 8-sided dice. If someone is constantly rolling nearly all evades and puts up a stink about using neutral dice (or even sharing dice), then something fishy is going on. But that's really something you need to take up with the TO running the events.
ThatDude 15094781

H00D4M4N wrote:


They are just normal 8-sided dice. If someone is constantly rolling nearly all evades and puts up a stink about using neutral dice (or even sharing dice), then something fishy is going on. But that's really something you need to take up with the TO running the events.


But the TD cant do anything really cause theres no way to prove it...
Skyguard 15094837

ThatDude wrote:


The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

It is possible just not very probable, I will say that sometime dice just seem hot. You can create a probability that a set of dice are not fair by taking data points, however your going to need a larger sample size to get your confidence high.

ThatDude wrote:


I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

Your TO should be dealing with this as this would not be acceptable in my my eyes. I will say in my group I'm not sure we could come up with neutral dice as most people only have the number they need to play, it would be great if wizkids would put out a dice pack.


ThatDude wrote:


This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?


If there aren't neutral dice then you should both use the same dice if someone requests it. I would talk to the TD before the next OP and state that you are becoming concerned and you would like to have his backing in using one dice set for both players when you play this person.

To me the fact that they are refusing to use other dice or let you roll theirs is at minimum highly suspicious.
swingk2121 15094872

ThatDude wrote:

I have a question ... This wont go in the FAQ per say but this is the forum I believe the question needs to be in ... Andrew, in your experience and knowledge of the defense dice, what is the percentage of a certain die to roll an evade [unaided]? I know the formula has been around on the number of sides to the dice. But are these dice intentionally weighted towards a success of any kind? Or are they designed to be a hunk of plastic not weighted to do anything?

The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?

I am asking not because I got beat by him [i've lost matches before] but its the WAY i lost. Bottom line is I believe he cheated.


Statistically this is not likely but could happen. Below are some stats for dice.


Attack dice are a 4/8 chance of hit/crit.
Defense dice are a 3/8 chance of evade.

So attacker always has the upper hand. I find 5 attack dice is needed to do damage to a cloaked ship that doesn't have any dice modifications (reroll or battle stations).

If you want a quick number for your head, on average half the attack dice you roll should be a hit and a third should be evades (ex. 5 attack dice should be 2-3 hits and 5 defense dice should be 2). This means if you both roll 5 dice then defender will need an evade to overcome the short fall in dice.
H00D4M4N 15094881

ThatDude wrote:

H00D4M4N wrote:


They are just normal 8-sided dice. If someone is constantly rolling nearly all evades and puts up a stink about using neutral dice (or even sharing dice), then something fishy is going on. But that's really something you need to take up with the TO running the events.


But the TD cant do anything really cause theres no way to prove it...


There's no way to prove it now, no, but for the future in case it happens again the TO should still let players use the same pool of dice if they request to if he cant provide neutral dice. So you should be able to say I want to use his dice. You could also request to use his maneuver templates if he has acrylic ones (although that usually doesn't matter).
Skyguard 15094882

ThatDude wrote:

H00D4M4N wrote:


They are just normal 8-sided dice. If someone is constantly rolling nearly all evades and puts up a stink about using neutral dice (or even sharing dice), then something fishy is going on. But that's really something you need to take up with the TO running the events.


But the TD cant do anything really cause theres no way to prove it...


As has been stated elsewhere the TD is God in Wizkids eyes. They need to prove nothing just state at the start of the OP that at any time any players may request the round will be played or continued with only one set of dice shared by both players.


... yes yes yes I know "What does God need with a starship"
davedujour 15094918

ThatDude wrote:

I have a question ... This wont go in the FAQ per say but this is the forum I believe the question needs to be in ... Andrew, in your experience and knowledge of the defense dice, what is the percentage of a certain die to roll an evade [unaided]? I know the formula has been around on the number of sides to the dice. But are these dice intentionally weighted towards a success of any kind? Or are they designed to be a hunk of plastic not weighted to do anything?

The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?

I am asking not because I got beat by him [i've lost matches before] but its the WAY i lost. Bottom line is I believe he cheated.


I agree with the others that are saying if he's not willing to use some other dice that sounds very fishy. The only "neutral" dice would be someone else's sets, but I've shared dice back & forth many a time. Some people only bought 1 starter set but still need >5 attack or defense dice. It's easy enough to pass them back and forth so no one has to roll dice a second time to make up the difference.

If this guy isn't willing to do that the TO should disqualify him after sufficient warning.
swingk2121 15095046

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


I'm confused and lost as to why Hikara Sulu's action would not affect a space station. No where on his card does it specify stations are exempt and no where on the card does it say this action is given in response to movement which is what I feel they meant for this action.

I don't agree with this decision at all, it is only based in a "well what we really meant was this but didn't say that so we are going to add to the card after already written." A station has 8 hull and 7/8 shields with no defense I could destroy it in 2 turns, and it's fire arc sucks, huge blind spots. Now we have the dominion battle ship with 7 hull and 4/5 shields but it can get both Sulu and tetriyon. This would mean I could not destroy it with two attacks. (2 attacks rolling 8 dice with target lock and tactical officer means usually 8 hits)
H00D4M4N 15095137

swingk2121 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


I'm confused and lost as to why Hikara Sulu's action would not affect a space station. No where on his card does it specify stations are exempt and no where on the card does it say this action is given in response to movement which is what I feel they meant for this action.

I don't agree with this decision at all, it is only based in a "well what we really meant was this but didn't say that so we are going to add to the card after already written." A station has 8 hull and 7/8 shields with no defense I could destroy it in 2 turns, and it's fire arc sucks, huge blind spots. Now we have the dominion battle ship with 7 hull and 4/5 shields but it can get both Sulu and tetriyon. This would mean I could not destroy it with two attacks. (2 attacks rolling 8 dice with target lock and tactical officer means usually 8 hits)


Because if Sulu took evasive action while on board Deep Space Nine, Deep Space Nine would not move. It's a stationary object.
Mordaenor 15095442

swingk2121 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


I'm confused and lost as to why Hikara Sulu's action would not affect a space station. No where on his card does it specify stations are exempt and no where on the card does it say this action is given in response to movement which is what I feel they meant for this action.

I don't agree with this decision at all, it is only based in a "well what we really meant was this but didn't say that so we are going to add to the card after already written." A station has 8 hull and 7/8 shields with no defense I could destroy it in 2 turns, and it's fire arc sucks, huge blind spots. Now we have the dominion battle ship with 7 hull and 4/5 shields but it can get both Sulu and tetriyon. This would mean I could not destroy it with two attacks. (2 attacks rolling 8 dice with target lock and tactical officer means usually 8 hits)


Because..

3. Can a Station ever have its Agility increased (e.g. Hikaru Sulu)?

No, although Stations can benefit from abilities that increase overall defense dice (Cloaking, Tetryon Emissions, etc.)

anyGould 15095498

H00D4M4N wrote:

ThatDude wrote:


The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.


As a TD, this sets off alarms in my head. If he's got regular dice, there's no reason why he shouldn't allow his opponent to use them. Considering how often you just need a sixth die (cloaked ship at range 3?), our local group swaps dice back and forth regularly.

So, my call would be to insist that that you can use their dice. (Maybe just "forget" to bring yours next week?) It'll quickly become obvious - either he keeps rolling really well and you get "normal" rolls (in which case he's really lucky or has something else going on), or else you'll suddenly roll way better than average (in which case the dice are suspect.)

And I would put some blame on the TD for "there's no neutral dice". Sure there are - just swap sets with another table for that match (Which again would give you confirmation if the "luck" rests with the dice or the player.)
Chance Gardener 15095548
Agreed. Evasive action is a movement.
Not a shield effect.

No move, no Sulu goodness.
Chance Gardener 15095624

anyGould wrote:

H00D4M4N wrote:

ThatDude wrote:


The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.


As a TD, this sets off alarms in my head. If he's got regular dice, there's no reason why he shouldn't allow his opponent to use them. Considering how often you just need a sixth die (cloaked ship at range 3?), our local group swaps dice back and forth regularly.

So, my call would be to insist that that you can use their dice. (Maybe just "forget" to bring yours next week?) It'll quickly become obvious - either he keeps rolling really well and you get "normal" rolls (in which case he's really lucky or has something else going on), or else you'll suddenly roll way better than average (in which case the dice are suspect.)

And I would put some blame on the TD for "there's no neutral dice". Sure there are - just swap sets with another table for that match (Which again would give you confirmation if the "luck" rests with the dice or the player.)


Or before game start have him roll his dice 20 times and record.
if he is consistently getting 3 or more evades each roll something's up.

Do the same with his attack dice.
hockeyjedi 15095754

Skyguard wrote:

ThatDude wrote:


The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

It is possible just not very probable, I will say that sometime dice just seem hot. You can create a probability that a set of dice are not fair by taking data points, however your going to need a larger sample size to get your confidence high.

ThatDude wrote:


I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

Your TO should be dealing with this as this would not be acceptable in my my eyes. I will say in my group I'm not sure we could come up with neutral dice as most people only have the number they need to play, it would be great if wizkids would put out a dice pack.


ThatDude wrote:


This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?


If there aren't neutral dice then you should both use the same dice if someone requests it. I would talk to the TD before the next OP and state that you are becoming concerned and you would like to have his backing in using one dice set for both players when you play this person.

To me the fact that they are refusing to use other dice or let you roll theirs is at minimum highly suspicious.


You absolutely need to call shenanigans on that. I know a lot of gamers don't want others to use their dice, but, when it comes to a legitimate question of whether or not loaded dice are being used, one HAS to let superstition go and prove fair play. Anything else is suss.

Just be like 007 and claim player priviledge... cool
http://youtu.be/tBz2GIxfYXA?t=2m52s (i'm not putting the actual youtube clip in here in the interest of not junking the FAQ thread up.)
Mordaenor 15095824

Chance Gardener wrote:

Agreed. Evasive action is a movement.
Not a shield effect.

No move, no Sulu goodness.


Actually, the "Evasive Manuevers" is not mentioned. I could have sworn I read somewhere that Data, Dukat, or Picard COULD grant DS9 Evasive tokens, but now I can't find that post. It doesn't make much sense, but by the current reading of the ruling, Sulu is the ONLY defensive card that does not help DS9.

Concievably, if you had DS9 with Captain Sar (+1 Defense) you could still make use of the OTHER part of Sulu's action, i.e. conversting BS to EVADE.
BruinGirl 15098814

Does the Excelsior's "After you move, if no enemy ships are within Range 1 of your ship, you may perform a (scan) action as a free action."

Allow Dmitri Valtane's ability, ""If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."?


Even though there really isn't a scan 'token' placed?

Thank you!
davedujour 15098935

BruinGirl wrote:


Does the Excelsior's "After you move, if no enemy ships are within Range 1 of your ship, you may perform a (scan) action as a free action."

Allow Dmitri Valtane's ability, ""If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."?


Even though there really isn't a scan 'token' placed?

Thank you!


Yes. By doing the "Scan action as a free action" you place a Scan token next to the ship. That's what the Scan Action does. The Excelsior just lets you do it for free.
Spock would also get this benefit. Spock was made to be on the Excelsior.
Kengi 15098941

BruinGirl wrote:


Does the Excelsior's "After you move, if no enemy ships are within Range 1 of your ship, you may perform a (scan) action as a free action."

Allow Dmitri Valtane's ability, ""If your ship has a (scan) token beside it when you attack, you may re-roll up to 2 of your attack dice."?


Even though there really isn't a scan 'token' placed?

Thank you!


Performing the scan action gives your ship the scan token, so by the wording you have, yes!

Ninja'd by the Dave of the day!
swingk2121 15099008

H00D4M4N wrote:

swingk2121 wrote:

Mordaenor wrote:

H00D4M4N wrote:

davedujour wrote:

Has there been any rulings or clarification on STAW:Tetryon Emissions yet? All there is is "proposed text" on the wiki page.

Action: Disable this Upgrade to add +3 defense dice each time you defend this round.


It says both "each time you defend" but also has the "this round" phrase. So is it (effectively) +3 Agility like Sulu (+3 defense dice for every defensive roll), or is it only +3 defense dice usable any time during the round?


"This round" on a card isn't a blanket once-per-turn effect. In most cases it is, and it is easier to explain it to people that way, but that's really technically not right. Basically you should consider something that says it adds X "this round" as a token being placed next to the ship with the bonus, and when it is used in the round it's gone for the round. So for example you activate Gowron and place +1 attack tokens next to each qualifying ship for this round, which disappear when either you use them or its the end of the round.

The wording on TE probably would have been better if it had similar wording to Sulu, but it's still similar to the above, just you get the bonus "each time you defend" this round. So think of it as adding a token that adds +3 defense, but because it says "each time you defend" it doesn't disappear once it is used like Gowron's tokens would be.


I find it interesting that, so far, Hikaru Sulu is the only upgrade who actually enhances one of your stats, and not just the roll that uses that stat.

The distinction is important because, por example, Space Stations cannot have their Agility enhanced, so Sulu doesn't work, but CAN gain bonuses to defense, so Tetryon Emissions and Clark Terrel do work.

I'm presuming at some point we will see other upgrades like Sulu that affect Agility or Primary Weapon, not Attack and Defense, but I find it interesting that 27 ships in, Sulu is still in a class of his own.


I'm confused and lost as to why Hikara Sulu's action would not affect a space station. No where on his card does it specify stations are exempt and no where on the card does it say this action is given in response to movement which is what I feel they meant for this action.

I don't agree with this decision at all, it is only based in a "well what we really meant was this but didn't say that so we are going to add to the card after already written." A station has 8 hull and 7/8 shields with no defense I could destroy it in 2 turns, and it's fire arc sucks, huge blind spots. Now we have the dominion battle ship with 7 hull and 4/5 shields but it can get both Sulu and tetriyon. This would mean I could not destroy it with two attacks. (2 attacks rolling 8 dice with target lock and tactical officer means usually 8 hits)


Because if Sulu took evasive action while on board Deep Space Nine, Deep Space Nine would not move. It's a stationary object.


So what you are saying is agility/ defense dice come from the ability to move, which the station can't. Therefor it should never roll any defense dice.

I just don't get that the rules don't make a statement that agility is a defensive movement, nor does the rule book make a distinction between agility value and defense dice other then to say that agility value tells you how many defense dice you will roll. Cloak in a way is providing 4 agility (4 defense dice) and its not a movement. So can you cloak the station and if not WHY!
Magentawolf 15099062

swingk2121 wrote:

H00D4M4N wrote:



Because if Sulu took evasive action while on board Deep Space Nine, Deep Space Nine would not move. It's a stationary object.


So what you are saying is agility/ defense dice come from the ability to move, which the station can't not. Therefor it should never roll any defense dice.


Sulu is a helmsman. His ability directly adds to the agility of a ship.

Abilities such as Tetryon Emissions, being cloaked, or a number of other items grant additional defensive dice that are unrelated to the ships' agility. This is perfectly logical and thematic as far as I'm concerned.

swingk2121 15099227

Magentawolf wrote:

swingk2121 wrote:

H00D4M4N wrote:



Because if Sulu took evasive action while on board Deep Space Nine, Deep Space Nine would not move. It's a stationary object.


So what you are saying is agility/ defense dice come from the ability to move, which the station can't not. Therefor it should never roll any defense dice.


Sulu is a helmsman. His ability directly adds to the agility of a ship.

Abilities such as Tetryon Emissions, being cloaked, or a number of other items grant additional defensive dice that are unrelated to the ships' agility. This is perfectly logical and thematic as far as I'm concerned.



I completely agree with you, this makes sense Thematically, but they had to make up rules for this to occur. I don't mean clarify rules, I mean they had to come out and state that agility is a defensive movement and if your ship(Station) can't move then you don't get agility. This also means that they have now made a ruling that agility and defense dice are two separate things, so does that mean when something says I don't roll defense dice that I can still roll agility dice!!!! (Statement said in jest)

Again I think this is helping make the point that Wizkidsgames needs to release an abridge PDF Rules.

Maybe they can release a abridge rules with 5 attack, 5 defense dice, and additional movement templates for those who need more or replacements for the ones they lost.
Magentawolf 15099306

swingk2121 wrote:

Magentawolf wrote:

swingk2121 wrote:

H00D4M4N wrote:



Because if Sulu took evasive action while on board Deep Space Nine, Deep Space Nine would not move. It's a stationary object.


So what you are saying is agility/ defense dice come from the ability to move, which the station can't not. Therefor it should never roll any defense dice.


Sulu is a helmsman. His ability directly adds to the agility of a ship.

Abilities such as Tetryon Emissions, being cloaked, or a number of other items grant additional defensive dice that are unrelated to the ships' agility. This is perfectly logical and thematic as far as I'm concerned.



I completely agree with you, this makes sense Thematically, but they had to make up rules for this to occur. I don't mean clarify rules, I mean they had to come out and state that agility is a defensive movement and if your ship(Station) can't move then you don't get agility. This also means that they have now made a ruling that agility and defense dice are two separate things, so does that mean when something says I don't roll defense dice that I can still roll agility dice!!!! (Statement said in jest)

Again I think this is helping make the point that Wizkidsgames needs to release an abridge PDF Rules.

Maybe they can release a abridge rules with 5 attack, 5 defense dice, and additional movement templates for those who need more or replacements for the ones they lost.


The station is a unique piece, however, so I don't see the issue with it having unique rules, either.

Even though you're joking, agility and defensive dice have always been a separate concept. When defending, you roll a number of defense dice equal to your agility, plus or minus any modifiers.
Mordaenor 15099397

swingk2121 wrote:


I completely agree with you, this makes sense Thematically, but they had to make up rules for this to occur. I don't mean clarify rules, I mean they had to come out and state that agility is a defensive movement and if your ship(Station) can't move then you don't get agility. This also means that they have now made a ruling that agility and defense dice are two separate things, so does that mean when something says I don't roll defense dice that I can still roll agility dice!!!! (Statement said in jest)

Again I think this is helping make the point that Wizkidsgames needs to release an abridge PDF Rules.

Maybe they can release a abridge rules with 5 attack, 5 defense dice, and additional movement templates for those who need more or replacements for the ones they lost.


There are no rules in the rulebook covering Space Stations, they are entirely an added on concept to the game. So naturally, yes they have to make up rulings for them.

However, the division of agility and defense as separate concepts is not new, just like Attack and Primary Weapon are separate concepts. Many people use the word "defense" to refer to the Green Stat, but that is not actually correct. The green stat on your ship's card is called your ship's Agility stat. When your ship is attacked, you make a Defense roll (usually) which is your base Agility plus any other defense modifiers. It's easier to make the distinction with Attack, because Attack could be a Primary or Secondary Weapon, which use different base values. If there were a "Secondary Agility" slot it might be easier, but that wouldn't make much sense.

Sulu's card specifically say "Add 2 to your Agility this round." He is currently the only card worded this way, every other card says "roll X additional (or less) defense dice"
koku_ryu 15100987
If I successfully hit a ship with STAW:Energy Dissipator, can my free attack be to deploy STAW:Antimatter Mines?

(I wanna point blank someone with the dissipator, and have their 1 forward hit the mines next turn. I think it would be hilarious.)
Novacat 15101212

koku_ryu wrote:

If I successfully hit a ship with STAW:Energy Dissipator, can my free attack be to deploy STAW:Antimatter Mines?

(I wanna point blank someone with the dissipator, and have their 1 forward hit the mines next turn. I think it would be hilarious.)

Not unless you can overlap that ship with your mines while it's in your forward firing arc. Technically possible, but exceedingly difficult to set up.
ThatDude 15101586
Martok 9 states:

"ACTION: Target all friendly ships within Range 1 of your ship whose Captains have a lower Skill that Martok's. The target ships gain +1 attack die and my re-roll 1 of their attack dice this round."

My question is this ... Can Martok give the Fighters the bonuses? it fits all the criteria...
Novacat 15101648

ThatDude wrote:

Martok 9 states:

"ACTION: Target all friendly ships within Range 1 of your ship whose Captains have a lower Skill that Martok's. The target ships gain +1 attack die and my re-roll 1 of their attack dice this round."

My question is this ... Can Martok give the Fighters the bonuses? it fits all the criteria...

Yes. Why wouldn't that work?
ThatDude 15102217
because it does not have a "Captain" card.
H00D4M4N 15102330

ThatDude wrote:

because it does not have a "Captain" card.


But they do have a captain skill number. If you weren't supposed to treat that as a captain it wouldn't be there.
Ender02 15102332

ThatDude wrote:

because it does not have a "Captain" card.


But they do have a Captain Skill which is all that is required. It says nothing about needing a captain card.
hockeyjedi 15102456

Ender02 wrote:

ThatDude wrote:

because it does not have a "Captain" card.


But they do have a Captain Skill which is all that is required. It says nothing about needing a captain card.


If a ships captain is part of an away team, the ship (which has no captain card now) is considered as having a captain skill of 1. I see no difference between a standard ship with a captain on an away mission and a fighter squadron (which is considered a ship).
ThatDude 15102534
just confirming stuff ... thanks
davedujour 15103076

Novacat wrote:

koku_ryu wrote:

If I successfully hit a ship with STAW:Energy Dissipator, can my free attack be to deploy STAW:Antimatter Mines?

(I wanna point blank someone with the dissipator, and have their 1 forward hit the mines next turn. I think it would be hilarious.)

Not unless you can overlap that ship with your mines while it's in your forward firing arc. Technically possible, but exceedingly difficult to set up.


Maybe with the Excelsior or Reliant, but the Ship, Indy (Dom) Flagship (for the 2nd weapon slot), the Energy Dissipator, and the Antimatter Mines are 52 or 44 points already, w/o a Captain. The ship would need both a rear firing arc and a 180 front arc to really make it possible. It might be possible with something with a 90 arc but very, very difficult.
Lorddrakal 15104665
Romulan Pilot:
"After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

If I have two Romulan Pilot in the same ship, Can I discard both in the same turn to put 2 san tokens and do 2 green maneuvers? or is this consider the same action?



Thanks!






paulsk 15105803

Lorddrakal wrote:

Romulan Pilot:
"After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

If I have two Romulan Pilot in the same ship, Can I discard both in the same turn to put 2 san tokens and do 2 green maneuvers? or is this consider the same action?



No, it is considered the same action. Andrew answered this at some point though I don't see a ruling link in the wiki page so I can't point you to exactly where.
Mordaenor 15105809

Lorddrakal wrote:

Romulan Pilot:
"After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

If I have two Romulan Pilot in the same ship, Can I discard both in the same turn to put 2 san tokens and do 2 green maneuvers? or is this consider the same action?



Thanks!


This would be consdidered taking the same action twice, which is not permitted.

Aaand Ninja'd.
mariettabrit 15107717

Novacat wrote:

ThatDude wrote:

Martok 9 states:

"ACTION: Target all friendly ships within Range 1 of your ship whose Captains have a lower Skill that Martok's. The target ships gain +1 attack die and my re-roll 1 of their attack dice this round."

My question is this ... Can Martok give the Fighters the bonuses? it fits all the criteria...

Yes. Why wouldn't that work?


I thought Andrew ruled somewhere that they don't have captains... in the case of beaming over to a station for example. So if no captain then I'd say no bonus... It does say Captain has to have a skill... not just a skill,
Magentawolf 15107878

mariettabrit wrote:

Novacat wrote:

ThatDude wrote:

Martok 9 states:

"ACTION: Target all friendly ships within Range 1 of your ship whose Captains have a lower Skill that Martok's. The target ships gain +1 attack die and my re-roll 1 of their attack dice this round."

My question is this ... Can Martok give the Fighters the bonuses? it fits all the criteria...

Yes. Why wouldn't that work?


I thought Andrew ruled somewhere that they don't have captains... in the case of beaming over to a station for example. So if no captain then I'd say no bonus... It does say Captain has to have a skill... not just a skill,


He ruled that they don't have a Captain Card, and thus cannot be beamed over to DS9. I expect they still count as having a Captain, just one that's baked into the ship itself.
rangarth 15108623
Now I am thinking it would have been cool to be able to beam over or land the tokens.....essentially docking the fighters to the station. Thus reducing the token pile of the fighters.

Ender02 15108815

rangarth wrote:

Now I am thinking it would have been cool to be able to beam over or land the tokens.....essentially docking the fighters to the station. Thus reducing the token pile of the fighters.


I get what you are thinking, but I also look at it this way. Their one job is to pilot their fighter. If they beam over there is no one left to do that job. On a larger ship, some crew can beam over and the ship is still functional. Might be an interesting idea for a custom mission or home scenario though. I'm already working on an interesting scenario where one side gets a full attack wing of nothing but fighters (damned with the limit of one resource per fleet rule, lol).
Mordaenor 15108904

Ender02 wrote:

rangarth wrote:

Now I am thinking it would have been cool to be able to beam over or land the tokens.....essentially docking the fighters to the station. Thus reducing the token pile of the fighters.


I get what you are thinking, but I also look at it this way. Their one job is to pilot their fighter. If they beam over there is no one left to do that job. On a larger ship, some crew can beam over and the ship is still functional. Might be an interesting idea for a custom mission or home scenario though. I'm already working on an interesting scenario where one side gets a full attack wing of nothing but fighters (damned with the limit of one resource per fleet rule, lol).


I'm now imagining something that utilizes the Attack Squadrons and the OP3 Ground Troop tokens. Remove Squad token = Place a Ground Troop and vice versa. Something like that.
Sazzlefrats 15108922

hockeyjedi wrote:

Skyguard wrote:

ThatDude wrote:


The reason I ask this is because at my local OP for the last 6 Battle Rounds [6 different players] has taken a total of 2 hull damage, PERIOD. This has led to him winning the last 2 OP's He rolls either all evades or almost all evades EVERY time he rolls. Is that possible? For six battle rounds?

It is possible just not very probable, I will say that sometime dice just seem hot. You can create a probability that a set of dice are not fair by taking data points, however your going to need a larger sample size to get your confidence high.

ThatDude wrote:


I also read in the rules that a player can call for neutral dice, templates, etc. and one of the guys who played this individual asked the TD for neutral dice. thee were none to use. BUT even if there were, the individual in question refused to use them or allow his dice to be used.

Your TO should be dealing with this as this would not be acceptable in my my eyes. I will say in my group I'm not sure we could come up with neutral dice as most people only have the number they need to play, it would be great if wizkids would put out a dice pack.


ThatDude wrote:


This does put the TD in a difficult position because there is no way to prove that this individual either cooked his dice or clearcoated them.

So how would you suggest dealing with this situation?


If there aren't neutral dice then you should both use the same dice if someone requests it. I would talk to the TD before the next OP and state that you are becoming concerned and you would like to have his backing in using one dice set for both players when you play this person.

To me the fact that they are refusing to use other dice or let you roll theirs is at minimum highly suspicious.


You absolutely need to call shenanigans on that. I know a lot of gamers don't want others to use their dice, but, when it comes to a legitimate question of whether or not loaded dice are being used, one HAS to let superstition go and prove fair play. Anything else is suss.

Just be like 007 and claim player priviledge... cool
http://youtu.be/tBz2GIxfYXA?t=2m52s (i'm not putting the actual youtube clip in here in the interest of not junking the FAQ thread up.)



I was playing 40k once against a guy that I knew would never ever cheat. But his dice were rolling too hot. I asked him if I could use his dice, he was like sure. He didn't believe his dice were unusual. We played the rest of the game using his dice. He nearly cried when I rolled his dice, and I wiped out 27 out of 30 orks with just 2 twinlinked flamers. He still didn't think his dice were loaded, and after a few more rounds, I didn't see anymore nutty dice rolls either. I cooled his dice :-)

I do believe we to an extent we also make our own luck. I generally go through a set of dice each year when I get mad at them too much.


rangarth 15110632
They did it shuttle craft in several episodes...one comes to mind. Best of Both Worlds (pt2), where Data and Worf beam to the Borg cube leaving the shuttlecraft just floating while they rescued Picard.
Ender02 15110702

rangarth wrote:

They did it shuttle craft in several episodes...one comes to mind. Best of Both Worlds (pt2), where Data and Worf beam to the Borg cube leaving the shuttlecraft just floating while they rescued Picard.


A Shuttle is a much different ship than a fighter. In the very least it is much larger with a lot more systems. A 747 has autopilot and can pretty much do anything but land without the pilot even touching the controls. where and F-16 needs almost constant pilot input to fly.
hockeyjedi 15111043

Ender02 wrote:

Shuttle is a much different ship than a fighter. In the very least it is much larger with a lot more systems. A 747 has autopilot and can pretty much do anything but land without the pilot even touching the controls. where and F-16 needs almost constant pilot input to fly.


This is who takes over when the captain leaves or is incapacitated:
csimian 15112012
Cloaked Mines and DS9

During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


Do you have to be in "Control" of DS9 to place Cloaked Mines within Range 2 of DS9?
davedujour 15112878

csimian wrote:

Cloaked Mines and DS9

During the planning phase, you may discard this card to place a Minefield Token within range 2 of your ship (in any direction), but not within range 2 of an enemy ship. If an enemy ship passes within range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [scan] action). Any [hit] or [crit] damages the target ship as normal. The affected ship does not roll any defense dice.


Do you have to be in "Control" of DS9 to place Cloaked Mines within Range 2 of DS9?


Yes. Otherwise it's considered an "enemy ship". If you're in control of it, obviously it's not the enemy.
aaron2310 15116002
Any chance of the OP5 deployment beingg added to the FAQ?
Chance Gardener 15124971
4th Division Battleship: Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an action on their Action Bar as afree Action.

Can this be conferred on a ship that has an APT on it?
Novacat 15125096

Chance Gardener wrote:

4th Division Battleship: Each round, one other friendly Jem'Hadar ship within Range 1-2 of your ship may perform an action on their Action Bar as afree Action.

Can this be conferred on a ship that has an APT on it?

No. Auxiliary Power disallows the ship from performing actions.
mugato 15127516
Does Shroud allow me to use conditional surrender AND still keep one crew member aboard my ship? Or does "discard ALL" still discard the single crew member since its "ALL" not ONE discard.



Related Card text:

Conditional Surrender - When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud- If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.
H00D4M4N 15127619

mugato wrote:

Does Shroud allow me to use conditional surrender AND still keep one crew member aboard my ship? Or does "discard ALL" still discard the single crew member since its "ALL" not ONE discard.



Related Card text:

Conditional Surrender - When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud- If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.


That works. It's a pretty potent combo.
BruinGirl 15129569
On a related question: with Conditional Surrender, if someone had more than one upgraded crew member, then using Shroud would only save ONE crew member right?

For example, if I had three crew members, and I use Conditional Surrender (and I have Shroud) - then my Shroud card would only save ONE crew member, and not all three?

mugato wrote:

Does Shroud allow me to use conditional surrender AND still keep one crew member aboard my ship? Or does "discard ALL" still discard the single crew member since its "ALL" not ONE discard.



Related Card text:

Conditional Surrender - When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud- If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.
Novacat 15129592

BruinGirl wrote:

On a related question: with Conditional Surrender, if someone had more than one upgraded crew member, then using Shroud would only save ONE crew member right?

For example, if I had three crew members, and I use Conditional Surrender (and I have Shroud) - then my Shroud card would only save ONE crew member, and not all three?

mugato wrote:

Does Shroud allow me to use conditional surrender AND still keep one crew member aboard my ship? Or does "discard ALL" still discard the single crew member since its "ALL" not ONE discard.



Related Card text:

Conditional Surrender - When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud- If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.

Correct. Most Conditional Surrender builds only place one crew on the ship for exactly that reason.
aaron2310 15130772
Hi, I have a question about the timing of Massacre - http://star-trek-attack-wing.wikia.com/wiki/Massacre_(Cost_3)

So for standard damage you pull the normal damage first and then flip over for the crits last. My question is when do you inflict the additional damage from Massacre? After the crit has been inflicted on the hull or prior? I would think after from the wording of the card but just wanted to check.

swingk2121 15131816

aaron2310 wrote:

Hi, I have a question about the timing of Massacre - http://star-trek-attack-wing.wikia.com/wiki/Massacre_(Cost_3)

So for standard damage you pull the normal damage first and then flip over for the crits last. My question is when do you inflict the additional damage from Massacre? After the crit has been inflicted on the hull or prior? I would think after from the wording of the card but just wanted to check.



"If your ship inflicts a [crit] agaisnt an enemy's Hull, discard this card to inflict 1 additional damage to that ship."

Your first inflict the crit and then massacre would check to make sure your have inflicted a crit from your ship this turn.

So yes crit first then massacre!
Andrew Parks 15133078

aaron2310 wrote:

Any chance of the OP5 deployment beingg added to the FAQ?


Done.
bhosp 15137545

Ender02 wrote:

rangarth wrote:

They did it shuttle craft in several episodes...one comes to mind. Best of Both Worlds (pt2), where Data and Worf beam to the Borg cube leaving the shuttlecraft just floating while they rescued Picard.


A Shuttle is a much different ship than a fighter. In the very least it is much larger with a lot more systems. A 747 has autopilot and can pretty much do anything but land without the pilot even touching the controls. where and F-16 needs almost constant pilot input to fly.


Wait, is that actually right? I know that the F-16 in particular is aerodynamically unstable, or would be without the specialized flight control systems, but doesn't it at least have a "dead man's switch" mode for if the pilot blacks out from G-force?

But the comparison to an airplane misses the point; a fighter in space would just drift if the pilot beamed away, right?
bhosp 15137611

FAQ wrote:

5. Can the Rav Laerst's special Sensor Echo text be augmented by Synon?

No.

What about Double Back? Can Rav Laerst trigger Double Back?
bhosp 15137655
Since it's a ship with no shields, is there something I'm missing that prevents me from beaming a Tribble token over to the Dominion Squadron resource, where it would then breed and modify the squadron's dice just as it would for any other ship?

(And there's no weird situation where every time the squadron takes damage and loses a token the thing loses it's tribble tokens, because as far as the rules are concerned the squadron is one "ship", right?)
Novacat 15137763

bhosp wrote:

Since it's a ship with no shields, is there something I'm missing that prevents me from beaming a Tribble token over to the Dominion Squadron resource, where it would then breed and modify the squadron's dice just as it would for any other ship?

(And there's no weird situation where every time the squadron takes damage and loses a token the thing loses it's tribble tokens, because as far as the rules are concerned the squadron is one "ship", right?)

Correct. The Hideki fighters have no shields, so they are susceptible to Tribbles. Imagine trying to fly your fightercraft while tribbles are breeding in your lap.
hockeyjedi 15138936
If the Gal Gath Thong has a tech icon added to it via Styles or a flagship card, can secondary torpedo launcher work on it and be triggered after a plasma torpedo has been fired, even though the GGT does not require a target lock? My heart says yes, but the secondary torpedo launcher card states "a second target lock is not required". SECOND being the key word...
Novacat 15139000

hockeyjedi wrote:

If the Gal Gath Thong has a tech icon added to it via Styles or a flagship card, can secondary torpedo launcher work on it and be triggered after a plasma torpedo has been fired, even though the GGT does not require a target lock? My heart says yes, but the secondary torpedo launcher card states "a second target lock is not required". SECOND being the key word...

Yes. Using the Secondary Torpedo Launcher after firing regular torpedoes removes the normal requirement of having a Target Lock. Whether you ever had a Target Lock to begin with is not important.
bhosp 15140290
Oh, while I'm thinking of tribbles; let me just confirm: there's absolutely no requirement to keep Cyrano Jones around once the game starts, right? Once he's put his tribble token in play, I can swap him out for someone else on the Reinforcements Sideboard or use him as a warm body for Conditional Surrender, or bring him along on my Away Team to seize DS9 and the tribbles will do their thing without him, right?
Novacat 15140328

bhosp wrote:

Oh, while I'm thinking of tribbles; let me just confirm: there's absolutely no requirement to keep Cyrano Jones around once the game starts, right? Once he's put his tribble token in play, I can swap him out for someone else on the Reinforcements Sideboard or use him as a warm body for Conditional Surrender, or bring him along on my Away Team to seize DS9 and the tribbles will do their thing without him, right?

Correct. Cyrano Jones does not make the Tribbles work. They work by virtue of being Tribble tokens, and the rules built into that. All he does is make you start with one.
TheBigM145 15144090
Had this thought and thought I should ask before I use it:

Weyoun (Attack Ship Version)

Disable Weyoun to prevent 1 of your [Crew] Upgrades from being disabled or discarded this round.

Li Nalas

You may disable Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being diasbled this round.
OR
You may discard Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being discarded this round.

===============

Would it be legit to, when discarding say Romulan Officer, to first disable Weyoun to prevent the discard and then disable Li Nalas to prevent Weyoun from being disabled?


Also had another concern related to the Akorem's cards:

Thana Los

Add one [Tech] icon to your ships Upgrade Bar. One of the [Tech] Upgrades you purchase for Tahna Los's ship costs exactly 3 Squadron Points and is placed face down beside his card; this Upgrade cannot refer to a specific ship or class of ship. This upgrade remains face down until you decide to use it and then it is turned face up for the rest of the game.

Cold Storage Units

Add 2 additional [Weapon] Icons to your ship's Upgrade Bar.
=========

How would these interact? I have several theories ranging from not being able to effectively use it to placing both the card and the attached weapon upgrades face down to being able to use it for 3 points but it get's immediately turned face up since it's being "used" at the start of the game (unless you do something like taking the upgrade but later move a card from the reinforcement board on to the ship). Personally I'd vote for the last one as it seems the most logical.

Thoughts?
davedujour 15144246

TheBigM145 wrote:

Had this thought and thought I should ask before I use it:

Weyoun (Attack Ship Version)

Disable Weyoun to prevent 1 of your [Crew] Upgrades from being disabled or discarded this round.

Li Nalas

You may disable Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being diasbled this round.
OR
You may discard Li Nalas to prevent 1 of your [Crew] Upgrades or Captain Card from being discarded this round.

===============

Would it be legit to, when discarding say Romulan Officer, to first disable Weyoun to prevent the discard and then disable Li Nalas to prevent Weyoun from being disabled?


Yes, this is legal. Complicated and costly but legal.


TheBigM145 wrote:


Also had another concern related to the Akorem's cards:

Thana Los

Add one [Tech] icon to your ships Upgrade Bar. One of the [Tech] Upgrades you purchase for Tahna Los's ship costs exactly 3 Squadron Points and is placed face down beside his card; this Upgrade cannot refer to a specific ship or class of ship. This upgrade remains face down until you decide to use it and then it is turned face up for the rest of the game.

Cold Storage Units

Add 2 additional [Weapon] Icons to your ship's Upgrade Bar.
=========

How would these interact? I have several theories ranging from not being able to effectively use it to placing both the card and the attached weapon upgrades face down to being able to use it for 3 points but it get's immediately turned face up since it's being "used" at the start of the game (unless you do something like taking the upgrade but later move a card from the reinforcement board on to the ship). Personally I'd vote for the last one as it seems the most logical.

Thoughts?


The Cold Storage Unit card would be face up once you placed any weapon upgrade in one of those slots. If that's at the beginning of the game, during setup, then it'd simply change the cost of the Weapon. If a Weapon Upgrade gets moved onto the ship from the Sideboard then the Cold Storage Unit would start the game face down and be revealed when you moved that Weapon.
TomTheCPA 15154051
thought for the day ...

WizKids today (yesterday) announced that a 2014 version of the Heroclix rules booklet (a complete rewrite/edit) was going to be included in the next Captain America set ... and it would in effect supersede the existing rules book(s) that are in circulation.

Any notion to take the "good stuff" from the FAQ and/or this entire discussion and do a similar update for ST:AW?

Regards,
Tom
Blipvert 15154503
Can you use the Emergency Medical Hologram ( which can be either a crew or tech upgrade) to meet the requirements of Data's ability ( disable a crew and a weapon to decloak all enemy ships at ranges 1 to 3)?

I say yes, but only if the EMH is taken as a crew upgrade.
FortuneFavorTheBold 15154607

Blipvert wrote:

Can you use the Emergency Medical Hologram ( which can be either a crew or tech upgrade) to meet the requirements of Data's ability ( disable a crew and a weapon to decloak all enemy ships at ranges 1 to 3)?

I say yes, but only if the EMH is taken as a crew upgrade.


For that matter, how does the EMH work in regards to away parties on planets or DS9 in scenarios? Does his assignment to a particular slot matter? Does he meet the requirements for both a Tech and a Crew?

Kind of reminds me of the philosophical discourse brought about by the character.
Novacat 15154673
I believe the EMH must be assigned to a specific upgrade slot when you are building your fleet. He therefore counts as either a tech or crew upgrade, but never both at the same time.
hockeyjedi 15156673
This is actually pretty clever and thematic. As the EMH was viewed as part of Voyager's crew, he was treated as such. But, other Starfleet ships (Equinox, Prometheus) had not realized the potential of the EMHs and thought of them only as tech upgrades.

Also, without his mobile emitter, the EMH isn't going to be part of any away team.
Ender02 15157909

TomTheCPA wrote:

thought for the day ...

WizKids today (yesterday) announced that a 2014 version of the Heroclix rules booklet (a complete rewrite/edit) was going to be included in the next Captain America set ... and it would in effect supersede the existing rules book(s) that are in circulation.

Any notion to take the "good stuff" from the FAQ and/or this entire discussion and do a similar update for ST:AW?

Regards,
Tom

You know they do that like once a year or so for Heroclix right? And they still have a 239 page Players Guide/FaQ/Errata section.
Novacat 15158120

Ender02 wrote:

You know they do that like once a year or so for Heroclix right? And they still have a 239 page Players Guide/FaQ/Errata section.

Maybe WizKids will take this partnership with Wizards of the Coast as an opportunity to learn how to write good, consistent rules (Magic, not D&D). Probably not, but I can dream.
Skyguard 15158236
Question came up at OP6.

Does the face down tech added by Tahna Los (from the OP6 prize) cost 3 or 4 if the tech is cross-faction to the ship he is captaining?

I believe this would have the same ruling as Kirk's face down talents (4 for the cross-faction, mark them on your build sheet as just faction-tech). Correct?

Tahna Los: Add 1 additional [TECH] icon to your ship's Upgrade Bar. One of the [TECH] Upgrades you purchase for Tahna Los's ship cost exactly 3 Squadron Point and is placed face down beside his card, this Upgrade cannot refer to a specific ship or class of ship. This Upgrade remains face down until you decide to use it, and the it is turned face up for the rest of the game.
Mordaenor 15158448

Skyguard wrote:

Question came up at OP6.

Does the face down tech added by Tahna Los (from the OP6 prize) cost 3 or 4 if the tech is cross-faction to the ship he is captaining?

I believe this would have the same ruling as Kirk's face down talents (4 for the cross-faction, mark them on your build sheet as just faction-tech). Correct?

Tahna Los: Add 1 additional [TECH] icon to your ship's Upgrade Bar. One of the [TECH] Upgrades you purchase for Tahna Los's ship cost exactly 3 Squadron Point and is placed face down beside his card, this Upgrade cannot refer to a specific ship or class of ship. This Upgrade remains face down until you decide to use it, and the it is turned face up for the rest of the game.


Kirk's ability specifies Federation talents...

"Any Federation [Talent] Upgrades you purchase for Kirk cost exactly 3 Squadron Points and are placed face down beside his card."

Tahna Los doesn't have that restriction on his card.


Edit: Sorry, I think I mis-read your question. Yes, if the Tech faction does not match the Ship faction you would still pay the Cross-Faction penalty. However, unlike Kirk, Tahna Los's ability could be used on ANY Tech Upgrade, not just Bajoran.
BruinGirl 15162518
Had a couple questions regarding DS 9 and Op 6; couldn't find answers in the FAQ so I wanted to double check:

1) if there are two away teams (no one controlling)fighting on DS9, does the station fire at ships before the away team battle? It says: "at the end of the combat phase, after all ships have made their attacks, both players away teams attack each other."

2) if after the first round of away team fighting, if both away teams still have people, then they both stay on the station until next round right? It's not a battle to the death type of situation I assume.

3) When away teams are fighting on the station, it says for "every uncancelled [Hit] result" removes an away team member.
Does [Hit] mean both hits AND critical hits or just hits?

Thanks!!
hockeyjedi 15162720

BruinGirl wrote:

Had a couple questions regarding DS 9 and Op 6; couldn't find answers in the FAQ so I wanted to double check:

1) if there are two away teams (no one controlling)fighting on DS9, does the station fire at ships before the away team battle? It says: "at the end of the combat phase, after all ships have made their attacks, both players away teams attack each other."

2) if after the first round of away team fighting, if both away teams still have people, then they both stay on the station until next round right? It's not a battle to the death type of situation I assume.

3) When away teams are fighting on the station, it says for "every uncancelled [Hit] result" removes an away team member.
Does [Hit] mean both hits AND critical hits or just hits?

Thanks!!


1: yes
2: yes
3: Crits do NOT count as hits on away team. ONLY the [Hit] result. Treat [Crit] as blank when doing the away team fights.
bhosp 15163268
Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?
davedujour 15163320

bhosp wrote:

Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?


Yes. Weyoun6 allows all sorts of combinations like this. But if you every lose your Action, by crashing for example, you can't remove the Disable from Weyoun6 and the cycle stops...or the Romulan Pilot ends up discarded or not used for a turn.
eldurand 15164089
Situation: I have a Jem'Hadar Battleship with Gul Dukat as captain, and it's got the Independent (Dominion) Flagship upgrade, and a Valdore with Picard as captain, and Engage as a Talent.

Independent (Dominion) Flagship:
"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

Engage:
"Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

Gul Dukat goes before Picard, and moves to within range one. The Valdore performs a green maneuver. When it is Picard's turn to move, the Valdore executes a white maneuver. Can Picard now activate Engage? The ship did perform a green maneuver this round, even though it was not the ship's last maneuver?

I think this works, but I want to be sure as my possible OP6 build depends on it.

Thanks!
davedujour 15164930

eldurand wrote:

Situation: I have a Jem'Hadar Battleship with Gul Dukat as captain, and it's got the Independent (Dominion) Flagship upgrade, and a Valdore with Picard as captain, and Engage as a Talent.

Independent (Dominion) Flagship:
"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

Engage:
"Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

Gul Dukat goes before Picard, and moves to within range one. The Valdore performs a green maneuver. When it is Picard's turn to move, the Valdore executes a white maneuver. Can Picard now activate Engage? The ship did perform a green maneuver this round, even though it was not the ship's last maneuver?

I think this works, but I want to be sure as my possible OP6 build depends on it.

Thanks!


Yes. Engage only requires a Green Maneuver to be performed at any point during the round, not specifically the maneuver that was revealed/done on the dial.

Edit: Always check the wiki: STAW:Engage
eldurand 15164942

davedujour wrote:

eldurand wrote:

Situation: I have a Jem'Hadar Battleship with Gul Dukat as captain, and it's got the Independent (Dominion) Flagship upgrade, and a Valdore with Picard as captain, and Engage as a Talent.

Independent (Dominion) Flagship:
"After your Flagship moves, you may target 1 other friendly ship within range 1 of your Flagship. Target ship immediately performs an extra white or green maneuver."

Engage:
"Action: If you performed a Green Maneuver this round, you may immediately perform an additional Green Maneuver of your choice. Place an Auxiliary Power Token besides your ship."

Gul Dukat goes before Picard, and moves to within range one. The Valdore performs a green maneuver. When it is Picard's turn to move, the Valdore executes a white maneuver. Can Picard now activate Engage? The ship did perform a green maneuver this round, even though it was not the ship's last maneuver?

I think this works, but I want to be sure as my possible OP6 build depends on it.

Thanks!


Yes. Engage only requires a Green Maneuver to be performed at any point during the round, not specifically the maneuver that was revealed/done on the dial.


Very cool. Thanks!
TomTheCPA 15165317

Ender02 wrote:

TomTheCPA wrote:

thought for the day ...

WizKids today (yesterday) announced that a 2014 version of the Heroclix rules booklet (a complete rewrite/edit) was going to be included in the next Captain America set ... and it would in effect supersede the existing rules book(s) that are in circulation.

Any notion to take the "good stuff" from the FAQ and/or this entire discussion and do a similar update for ST:AW?

Regards,
Tom

You know they do that like once a year or so for Heroclix right? And they still have a 239 page Players Guide/FaQ/Errata section.


Yes, I was aware of both ... that there are basic rules which get revised/tweaked, and then very card/miniature specific errata which needs to be clarified, such as slight mods to card text, etc ... something which is precisely applicable to ST:AW and this entire thread.

Thx,
Tom
BruinGirl 15165420
I think this is one of the few examples why I don't like these mixed faction ships...

It allows such crazy combinations...

Overall: great game; but some of these crazy combos...

You are right, it is:

"a bit too good to be true" - it should be, it is "too good to be allowed."




davedujour wrote:

bhosp wrote:

Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?


Yes. Weyoun6 allows all sorts of combinations like this. But if you every lose your Action, by crashing for example, you can't remove the Disable from Weyoun6 and the cycle stops...or the Romulan Pilot ends up discarded or not used for a turn.
Bazlord_Prime 15165568
Sorry for the dumb question, but:...

When a ship crashes into another, only the active ship loses its "Perform Action" step, right (rulebook pg18)?

But, in the Wizkids preview article for the Vo, it says "its main purpose will be to hamper the opponent by getting in the way and denying actions due to the overlapping of ship bases".

So, playing the Vo, you'd have to have a pretty good idea of where the enemy ship is going to terminate it's movement, so that it crashes into you instead of just passing through, right? How realistic is this as a tactic?

I've only played a couple of games of Attack Wing so far, but I'm liking the Romulans, so that's why I want to clarify this for myself.

Plus, I hate Jean-Luc Picard's effect and am looking (in vain) for ways to neuter him. Damn his shiny head...

Thanks
prydain 15166163
Yes, only the active ship loses its perform action, not the ship that it crashes into.

With the Vo, because of its high maneuverability, it does have a way of getting into way of other ships :-)

For example, with Picard and his '9' will make him move last (or near last) and may end up crashing into your Vo. Of course, it is better if you can get more than one ship in his way...

Glad you are getting into the game!



Bazlord_Prime wrote:

Sorry for the dumb question, but:...

When a ship crashes into another, only the active ship loses its "Perform Action" step, right (rulebook pg18)?

But, in the Wizkids preview article for the Vo, it says "its main purpose will be to hamper the opponent by getting in the way and denying actions due to the overlapping of ship bases".

So, playing the Vo, you'd have to have a pretty good idea of where the enemy ship is going to terminate it's movement, so that it crashes into you instead of just passing through, right? How realistic is this as a tactic?

I've only played a couple of games of Attack Wing so far, but I'm liking the Romulans, so that's why I want to clarify this for myself.

Plus, I hate Jean-Luc Picard's effect and am looking (in vain) for ways to neuter him. Damn his shiny head...

Thanks
enderqa 15166206
The main body of the DS9 Token is considered an Obstacle (see page 22 of the Full Rules of Play).

The Pylon Tokens are considered Ship Tokens/Bases with regards to Overlapping (see page 18 of the Full Rules of Play)


I am the TO for my game store's OP6. I have a question about ships flying through DS9. I have reprinted above the two rules concerning this. However here are my questions.

1. What part of the DS9 token constitutes the "main body"?

2. What part(s) of the DS9 token constitutes the "Pylon tokens"?

3. What about the thinner outer ring? Is that part of the main body or Pylon; or is it neither?

4. What about the three support structs? Same question as #3.

Thanks in advance.
prydain 15166213
Hello Jennifer,

I agree with you that some of these cross faction combos on a ship seem pretty outrageous.

At my FLGS (Game Empire in Pasadena), we run pure faction ships and the games seem more balanced (and more exciting) to play. Also, with United Force, it helps with the fleet build.

Not sure what the future of the Admiral Orders will be... but for now we still allow the use of them in our final Op 6 tournament.

I hope they will keep something like United Force available to help balance out some of those wild cross-faction combos!


BruinGirl wrote:

I think this is one of the few examples why I don't like these mixed faction ships...

It allows such crazy combinations...

Overall: great game; but some of these crazy combos...

You are right, it is:

"a bit too good to be true" - it should be, it is "too good to be allowed."




davedujour wrote:

bhosp wrote:

Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?


Yes. Weyoun6 allows all sorts of combinations like this. But if you every lose your Action, by crashing for example, you can't remove the Disable from Weyoun6 and the cycle stops...or the Romulan Pilot ends up discarded or not used for a turn.
BruinGirl 15166407
Well, I think it is worse than "outrageous" - to the point of breaking the game.

Specifically, the cards that allow crew/upgrades not to be discarded can be ABUSED with these cross-faction ships.

For example, with Weyoun, Varel, Conditional Surrender, Shroud, Romulan Pilot, (etc) its just ridiculous. The faction cost penalty is just not balanced with this...

I wonder if the game designers ever thought that these cards would be used over and over again in the same game?

I would hope the game designers will recognize this and allow something like United Force (or another type of Admiral Orders) that would discourage this type of cross-faction builds.

Its just not fun to play with these type of builds- people just take turns using these combos- it becomes more of a card game duel than a game of tactics and maneuvers.

I'm okay with having a fleet of various factions- as long as each ship is faction pure.


Thanks for hearing me vent...
Stay ship faction pure! :-)



prydain wrote:

Hello Jennifer,

I agree with you that some of these cross faction combos on a ship seem pretty outrageous.

At my FLGS (Game Empire in Pasadena), we run pure faction ships and the games seem more balanced (and more exciting) to play. Also, with United Force, it helps with the fleet build.

Not sure what the future of the Admiral Orders will be... but for now we still allow the use of them in our final Op 6 tournament.

I hope they will keep something like United Force available to help balance out some of those wild cross-faction combos!


BruinGirl wrote:

I think this is one of the few examples why I don't like these mixed faction ships...

It allows such crazy combinations...

Overall: great game; but some of these crazy combos...

You are right, it is:

"a bit too good to be true" - it should be, it is "too good to be allowed."




davedujour wrote:

bhosp wrote:

Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?


Yes. Weyoun6 allows all sorts of combinations like this. But if you every lose your Action, by crashing for example, you can't remove the Disable from Weyoun6 and the cycle stops...or the Romulan Pilot ends up discarded or not used for a turn.
davedujour 15166509

BruinGirl wrote:

it becomes more of a card game duel than a game of tactics and maneuvers.



I completely disagree. When going up against these sorts of builds tactics and maneuvers become even more important. That's how you stop them. Weyoun6/Varel combo breaks the instant Weyoun6 crashes into someone and loses all his Actions. It actually isn't that difficult to get around. I flew a massively defensive build of Weyoun6/Varel/Interphase Generator alongside Gul Evek/Sulu and Weyoun/Varel was the first ship kill every round. It's just becomes a different game than the straight up, faction pure fights.
BruinGirl 15166533
But then unless you have a build that specifically is designed to counter those builds.... It doesn't work... Still unbalanced in my mind.


davedujour wrote:

BruinGirl wrote:

it becomes more of a card game duel than a game of tactics and maneuvers.



I completely disagree. When going up against these sorts of builds tactics and maneuvers become even more important. That's how you stop them. Weyoun6/Varel combo breaks the instant Weyoun6 crashes into someone and loses all his Actions. It actually isn't that difficult to get around. I flew a massively defensive build of Weyoun6/Varel/Interphase Generator alongside Gul Evek/Sulu and Weyoun/Varel was the first ship kill every round. It's just becomes a different game than the straight up, faction pure fights.
stevecorby 15166584
I have a question about the various minefield tokens we can place. Do mines attack everyone that moves into the effect area, or only your opponent? Or are there differences in the 3 types (cloaked/antimatter/nuclear warheads) ? Thanks.
FortuneFavorTheBold 15166634
Is it possible for Akorem's ship ability and Rudolph Ransom's ability to key off of a single Evade token, seeing as neither a ship nor captain is considered an upgrade?

Akorem: "Each time you defend, if there is an [EVADE] Token beside your ship, you may re-roll all of your defense dice once. You must keep the outcome of the 2nd roll."

Rudolph Ransom: "When defending, if there is an [EVADE] Token beside your ship, roll +2 defense dice."

---

As much as it may seem that the faction-mixed builds are cheesy or overly powerful, consider that there are several equally devastating combinations that can be made in pure-faction builds as well. For example-

4th Division Battleship
Independent-Klingon Flagship
Khan Singh (Reliant)
Boheeka
Cyrano Jones
Antiproton Scan
Dorsal Weapons Array

Any other ship to qualify for Strike Force.

The Battleship gets to shoot for 10 (11 at Range 1) on the first three turns, converts battle stations to crits, fixes a blank die via Boheeka, gets a free scan, takes a battle stations, and if possible acquires a target lock via Strike Force, for further dice fixing. Out of arc? It still gets to shoot for six with the same dice fixing with its dorsal weapons array.

There are specific cards that are designed around mixing factions- both Khan Singh versions, Tahna Los (there is no Bajoran tech right now), every independent upgrade ever without a flagship....

Faction purity can be fun, but is not required for "balanced" play.
traitorarmor 15166739

stevecorby wrote:

I have a question about the various minefield tokens we can place. Do mines attack everyone that moves into the effect area, or only your opponent? Or are there differences in the 3 types (cloaked/antimatter/nuclear warheads) ? Thanks.


This is a good question for quoting the card text.

========================
Cloaked Mines (Romulan/I.R.W. Praetus Expansion)
During the Planning Phase, you may discard this card to place a Minefield Token within Range 2 of your Ship (in any direction) but not within Range 2 of an enemy ship. If an enemy ship passes within Range 1 of the token, roll 3 attack dice (-1 if the target ship immediately performs a [Sensor] Action). Any [Hit] or [Critical] damages the target ship as normal. The affected ship does not roll any defense dice.
Cost: 3
=========================

Antimatter Mines (Federation/Starter)
Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.
Cost: 5

=========================

Nuclear Warhead (Romulan/I.R.W. Gal Gath'Thong)
ACTION: At the end of the activation phase discard this card and place a minefield token within range 1 of your ship, but not within your forward firing arc and not on top of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [critical] damages the ship as normal. The affected ship does not roll any defense dice.
Cost: 3
============================


So it depends on the mine, of those three the Cloak mine only damages opponents where as the AM:Mines and Nuclear Warhead damage any ship.
Ender02 15166912

Bazlord_Prime wrote:


So, playing the Vo, you'd have to have a pretty good idea of where the enemy ship is going to terminate it's movement, so that it crashes into you instead of just passing through, right? How realistic is this as a tactic?


Its very realistic in theory. Think of it as playing chicken of sorts. You are basically positioning your ship in such a way that your opponent has to forgo their action for the turn in order to concentrate on not running into you and damaging their own vessel. (on the same note, it would be nice if Klingons and the like got the option to ram right into you, lol).

It is a very valid tactic in the game and quite effective against higher tier captains. You just need to play enough to get a feel for where they might be going to pull it off. Always think of where you would move in their situation and plan accordingly.
Andrew Parks 15169135

FortuneFavorTheBold wrote:

Is it possible for Akorem's ship ability and Rudolph Ransom's ability to key off of a single Evade token, seeing as neither a ship nor captain is considered an upgrade?

Akorem: "Each time you defend, if there is an [EVADE] Token beside your ship, you may re-roll all of your defense dice once. You must keep the outcome of the 2nd roll."

Rudolph Ransom: "When defending, if there is an [EVADE] Token beside your ship, roll +2 defense dice."



Yes.
bhosp 15171354
Well, a couple of things:

They obviously wanted cross-faction to be part of the game, that's why the penalty isn't all that high, and why both versions of Khan (especially Reliant) straight-up encourage you to do it.

Weyoun and Romulan Pilot *is* a good combo, especially on the Valdore, and I know I said I thought it might have been too good to be true, but on the other hand, I've been using Engage on the Valdore since I first started playing. (I know that's cross-faction as well, but are you saying your FLGS doesn't let people play with Khan at all?) Weyoun + Romulan Pilot on a Romulan or Dominion ship is the same number of points as Promo Khan and Engage, and yes, it has definite advantages (scan token, no Aux token, ability to do White-Green instead of just Green-Green), but if you use Engage you get to use a Captain who has a real ability and/or higher skill (getting to do an extra Green maneuver is a MUCH better ability for a 9-skill Captain than a 6-skill) and it doesn't use up a Crew slot.

On the other hand, you're right that Weyoun + Varel is a little bonkers, and it's possible that if they had it to do over again they'd have made Varel only allowed to be bought for a Romulan Science Vessel (although even then I suppose you'd be able to screw around by moving her on and off of a Sideboard but whatever)--there's been a slow but definite shift away from "+5 points on the wrong ship" to "Only available to the right ship"--but you're paying 15-16 points (4 for Weyoun, 5 for Varel, 5 for Varel on the wrong ship, and 1-2 in faction penalties) to do that. Maybe that's worth it, because that ship's going to be a real tough nut to crack. But the opportunity cost of those 15-16 points, Crew slot, and Captain slot are huge. I can pack a LOT of offensive capability into that.

BruinGirl wrote:

Well, I think it is worse than "outrageous" - to the point of breaking the game.

Specifically, the cards that allow crew/upgrades not to be discarded can be ABUSED with these cross-faction ships.

For example, with Weyoun, Varel, Conditional Surrender, Shroud, Romulan Pilot, (etc) its just ridiculous. The faction cost penalty is just not balanced with this...

I wonder if the game designers ever thought that these cards would be used over and over again in the same game?

I would hope the game designers will recognize this and allow something like United Force (or another type of Admiral Orders) that would discourage this type of cross-faction builds.

Its just not fun to play with these type of builds- people just take turns using these combos- it becomes more of a card game duel than a game of tactics and maneuvers.

I'm okay with having a fleet of various factions- as long as each ship is faction pure.


Thanks for hearing me vent...
Stay ship faction pure! :-)



prydain wrote:

Hello Jennifer,

I agree with you that some of these cross faction combos on a ship seem pretty outrageous.

At my FLGS (Game Empire in Pasadena), we run pure faction ships and the games seem more balanced (and more exciting) to play. Also, with United Force, it helps with the fleet build.

Not sure what the future of the Admiral Orders will be... but for now we still allow the use of them in our final Op 6 tournament.

I hope they will keep something like United Force available to help balance out some of those wild cross-faction combos!


BruinGirl wrote:

I think this is one of the few examples why I don't like these mixed faction ships...

It allows such crazy combinations...

Overall: great game; but some of these crazy combos...

You are right, it is:

"a bit too good to be true" - it should be, it is "too good to be allowed."




davedujour wrote:

bhosp wrote:

Let me just make sure that this works the way I think it does, because it's seeming a bit too good to be true:

Weyoun (5th Wing Patrol Ship): Disable Weyoun to prevent one of your [CREW] Upgrades from being disabled or discarded this round.

Romulan Pilot: After you move, you may discard this card to place a [SCAN] token beside your ship as a free Action. If you do so, you may immediately make an additional Green Maneuver.

Basically whenever I use the Romulan Pilot, I can disable Weyoun instead of discarding the Pilot. And because the Pilot is used immediately before the Perform Actions step, I can use my Action to remove the Disabled token from Weyoun right away. So as long as I keep devoting my Action to reenabling Weyoun, I can use Romulan Pilot every turn?


Yes. Weyoun6 allows all sorts of combinations like this. But if you every lose your Action, by crashing for example, you can't remove the Disable from Weyoun6 and the cycle stops...or the Romulan Pilot ends up discarded or not used for a turn.
davedujour 15171994

bhosp wrote:


On the other hand, you're right that Weyoun + Varel is a little bonkers, and it's possible that if they had it to do over again they'd have made Varel only allowed to be bought for a Romulan Science Vessel (although even then I suppose you'd be able to screw around by moving her on and off of a Sideboard but whatever)--there's been a slow but definite shift away from "+5 points on the wrong ship" to "Only available to the right ship"--but you're paying 15-16 points (4 for Weyoun, 5 for Varel, 5 for Varel on the wrong ship, and 1-2 in faction penalties) to do that. Maybe that's worth it, because that ship's going to be a real tough nut to crack. But the opportunity cost of those 15-16 points, Crew slot, and Captain slot are huge. I can pack a LOT of offensive capability into that.


This, mostly. Weyoun6/Varel costs a TON of points and really isn't that hard to crack. Sure, if you're down to a single ship you can't beat it without really good piloting & a lower than 6 Captain skill. But it's not that hard to break early on, either by crashing it or focus firing on a single turn to force Varel to be used twice and discarded, therefore unusable in later rounds. Having flown Weyoun/Varel once I doubt I'll ever use it in a tournament again. The costs, both in points & lost offensive options, is just too high for how easy it is to get around. It's like Barrage of Fire, it seems bad at first but once you figure out how to deal with it it's not that horrible to go up against.
swingk2121 15172680

enderqa wrote:

The main body of the DS9 Token is considered an Obstacle (see page 22 of the Full Rules of Play).

The Pylon Tokens are considered Ship Tokens/Bases with regards to Overlapping (see page 18 of the Full Rules of Play)


I am the TO for my game store's OP6. I have a question about ships flying through DS9. I have reprinted above the two rules concerning this. However here are my questions.

1. What part of the DS9 token constitutes the "main body"?

2. What part(s) of the DS9 token constitutes the "Pylon tokens"?

3. What about the thinner outer ring? Is that part of the main body or Pylon; or is it neither?

4. What about the three support structs? Same question as #3.

Thanks in advance.


As far as I understand the "DS9 Token" or disc is considered main body so when you fly onto it you are flying onto and obstacle (Thinking about the tight space you have to maneuver through). The three pylons are considered ships which means if you would overlap one of the three pylons you must move back until you don't and loose your actions.
rtsuk 15172833
I think it would be better to keep this thread for the FAQ and start a different thread for a discussion of the merits or lack thereof of cross-factioning.
BruinGirl 15174450
Sorry: more questions about the DS9 token.

It has been ruled that the outer token edge is what we measure for firing (both the range 3 for the pylons and the range 2 for the 360 attack).

What about movement and DS9? I read somewhere (but can't find it even with the search) that a ship may actually land on the token (or fly thru) as long as it isn't on the "main body" or the "pylons". Is that true?

In more practical terms, what part of DS9 is considered a ship that can be flown over, and what part is an obstacle?

Can any part of the station be fired through from one ship to another ship?

(By the way, it looks like the template for the actual DS9 grand prize is incorrect in size- it looks too small- which would make it difficult to measure the range 2/3 from the edge for firing...


swingk2121 wrote:

enderqa wrote:

The main body of the DS9 Token is considered an Obstacle (see page 22 of the Full Rules of Play).

The Pylon Tokens are considered Ship Tokens/Bases with regards to Overlapping (see page 18 of the Full Rules of Play)


I am the TO for my game store's OP6. I have a question about ships flying through DS9. I have reprinted above the two rules concerning this. However here are my questions.

1. What part of the DS9 token constitutes the "main body"?

2. What part(s) of the DS9 token constitutes the "Pylon tokens"?

3. What about the thinner outer ring? Is that part of the main body or Pylon; or is it neither?

4. What about the three support structs? Same question as #3.

Thanks in advance.


As far as I understand the "DS9 Token" or disc is considered main body so when you fly onto it you are flying onto and obstacle (Thinking about the tight space you have to maneuver through). The three pylons are considered ships which means if you would overlap one of the three pylons you must move back until you don't and loose your actions.
Andrew Parks 15174561
If I remember previous rulings correctly, the non-pylon parts of DS9 are considered an obstacle. This means that you roll for damage when flying onto it, and each turn that you end your move still on it. You do gain the benefit of rolling +1 defense die whenever someone tries to shoot you, although everyone you try to shoot also rolls +1 defense die.

Andrew
davedujour 15174850

Andrew Parks wrote:

If I remember previous rulings correctly, the non-pylon parts of DS9 are considered an obstacle. This means that you roll for damage when flying onto it, and each turn that you end your move still on it. You do gain the benefit of rolling +1 defense die whenever someone tries to shoot you, although everyone you try to shoot also rolls +1 defense die.

Andrew


Andrew, check the wiki. STAWeep Space 9 (Stupid emoticons interfering with links! Grr.)
http://boardgamegeek.com/wiki/page/STAW:

Stations count as obstacles for the purposes of ships overlapping them and firing bonuses/penalties. http://boardgamegeek.com/article/13672345#13672345

And yes, the base that comes with Grand Prize DS9 is smaller than the token given out at OP1 and OP6. Personally when using that I'd rule to measure the pylons from the "pylon" points on that token and the "main body" from the rest of the round part. Use that for crashing too. That does make it smaller than the model. But that's just how I'd play, not an "official ruling".
enderqa 15177363

Andrew Parks wrote:

If I remember previous rulings correctly, the non-pylon parts of DS9 are considered an obstacle. This means that you roll for damage when flying onto it, and each turn that you end your move still on it. You do gain the benefit of rolling +1 defense die whenever someone tries to shoot you, although everyone you try to shoot also rolls +1 defense die.
For my own tournament, I'm going to tell my players the followinng. Just give me a thumbs up if you think it's a valid interpretation of what has been discussed here.

The whole DS9 token is considered an obstacle. However, there are three parts, the yellow triangles representing the pylons, that are additionally considered ship bases/tokens. Players who land on the DS9 token will skip the "Perform Action Step" and roll 1 attack die for damage. In addition if you land on a Pylon, you must back up your ship along your movement template as per the usual rules, you still lose your action and roll for damage. Presumably you roll for damage because you are also on the DS9 token, but there may be cases where you hit the Pylon and are not on the token.

Players who are on the DS9 token benefit from the +1 defense die bonus when being attack by both opponents and the station itself. And everyone you attack at any range receives +1 defense die as well, including DS9. (Therefore if firing at someone at Range 3 with a primary weapon, they receive +2 defense dice.)

Thanks Andrew for engaging the community, the game, and all the answers.
BruinGirl 15178066
Thank you for writing it so clear!

enderqa wrote:

Andrew Parks wrote:

If I remember previous rulings correctly, the non-pylon parts of DS9 are considered an obstacle. This means that you roll for damage when flying onto it, and each turn that you end your move still on it. You do gain the benefit of rolling +1 defense die whenever someone tries to shoot you, although everyone you try to shoot also rolls +1 defense die.
For my own tournament, I'm going to tell my players the followinng. Just give me a thumbs up if you think it's a valid interpretation of what has been discussed here.

The whole DS9 token is considered an obstacle. However, there are three parts, the yellow triangles representing the pylons, that are additionally considered ship bases/tokens. Players who land on the DS9 token will skip the "Perform Action Step" and roll 1 attack die for damage. In addition if you land on a Pylon, you must back up your ship along your movement template as per the usual rules, you still lose your action and roll for damage. Presumably you roll for damage because you are also on the DS9 token, but there may be cases where you hit the Pylon and are not on the token.

Players who are on the DS9 token benefit from the +1 defense die bonus when being attack by both opponents and the station itself. And everyone you attack at any range receives +1 defense die as well, including DS9. (Therefore if firing at someone at Range 3 with a primary weapon, they receive +2 defense dice.)

Thanks Andrew for engaging the community, the game, and all the answers.
enderqa 15179295
Another DS9 OP6 question: What if a player plays the scenario with the Reinforcements Sideboard? In the following example, a player beams over one captain (C1) and one crew upgrade (U1) to DS9 from one of his/her ships.

1. On the next turn s/he uses an action to replace his captain (C1) with a captain from the reinforcements board (C2)? What happens to C1? What captain card is or is not disabled? Who is captaining DS9? Captain C1 or Captain C2? If it is captain C2, is he auto-disabled?

2. On the next turn s/he uses an action to replace his crew upgrade (U1) with a crew member from the reinforcements board (U2)? Where is the crew member U2? Is that upgrade auto-disabled?

If could also be that this action, swapping captains and crews on DS9 with the Reinforcements board is not allowed, in which case I would like to learn that is the case in order to inform my players.

Thanks in advance,
-enderqa
Andrew Parks 15179440

enderqa wrote:

Andrew Parks wrote:

If I remember previous rulings correctly, the non-pylon parts of DS9 are considered an obstacle. This means that you roll for damage when flying onto it, and each turn that you end your move still on it. You do gain the benefit of rolling +1 defense die whenever someone tries to shoot you, although everyone you try to shoot also rolls +1 defense die.
For my own tournament, I'm going to tell my players the followinng. Just give me a thumbs up if you think it's a valid interpretation of what has been discussed here.

The whole DS9 token is considered an obstacle. However, there are three parts, the yellow triangles representing the pylons, that are additionally considered ship bases/tokens. Players who land on the DS9 token will skip the "Perform Action Step" and roll 1 attack die for damage. In addition if you land on a Pylon, you must back up your ship along your movement template as per the usual rules, you still lose your action and roll for damage. Presumably you roll for damage because you are also on the DS9 token, but there may be cases where you hit the Pylon and are not on the token.

Players who are on the DS9 token benefit from the +1 defense die bonus when being attack by both opponents and the station itself. And everyone you attack at any range receives +1 defense die as well, including DS9. (Therefore if firing at someone at Range 3 with a primary weapon, they receive +2 defense dice.)

Thanks Andrew for engaging the community, the game, and all the answers.


Thanks!

Your interpretation is close except I do not believe the pylons incur the damage die. Treat it as if you bumped a ship if you land on them.
Andrew Parks 15179445

enderqa wrote:

Another DS9 OP6 question: What if a player plays the scenario with the Reinforcements Sideboard? In the following example, a player beams over one captain (C1) and one crew upgrade (U1) to DS9 from one of his/her ships.

1. On the next turn s/he uses an action to replace his captain (C1) with a captain from the reinforcements board (C2)? What happens to C1? What captain card is or is not disabled? Who is captaining DS9? Captain C1 or Captain C2? If it is captain C2, is he auto-disabled?

2. On the next turn s/he uses an action to replace his crew upgrade (U1) with a crew member from the reinforcements board (U2)? Where is the crew member U2? Is that upgrade auto-disabled?

If could also be that this action, swapping captains and crews on DS9 with the Reinforcements board is not allowed, in which case I would like to learn that is the case in order to inform my players.

Thanks in advance,
-enderqa


Your Away Team can't be targeted by any other effects, including the Reinforcements Sideboard.
enderqa 15180704

Andrew Parks wrote:


Your interpretation is close except I do not believe the pylons incur the damage die. Treat it as if you bumped a ship if you land on them.


In order to hit the pylon, the yellow triangles on the DS9 token, you must be on the DS9 token itself. The way the pylon is drawn on the DS9 token, there is a bit of cardboard between the triangle and the edge of the token. Thus I concluded that you would in effect be both hitting an obstacle (the token) and a ship (the pylon) simultaneously.

Please correct me if I'm wrong.

PS- Thanks for the clarification on the reinforcements board. It makes things so much easier as the judge!
SoontirKahn 15180846
Quick question on the flagship cards. On the Independent (Dominion) flagship card, it states "After your Flagship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver."

My question is this: is this intended to be read the same as the Independent (Federation) card, where the ship in question must have moved already, or can it be used to grant the ship a movement before it gets its normal turn?

Ex: Clark Terrell (Capt 2) moves on flagship, grants Picard (Capt 9) a movement, then later Picard performs his dial maneuver when his turn would normally have occurred.
SoontirKahn 15180857
Second question: If multiple effects trigger at the same time (say, "after you move"), does the player get to decide the order of resolution, assuming that all conditions for each effect are met at the time chosen for that effect to trigger?
hockeyjedi 15182027

enderqa wrote:

Andrew Parks wrote:


Your interpretation is close except I do not believe the pylons incur the damage die. Treat it as if you bumped a ship if you land on them.


In order to hit the pylon, the yellow triangles on the DS9 token, you must be on the DS9 token itself. The way the pylon is drawn on the DS9 token, there is a bit of cardboard between the triangle and the edge of the token. Thus I concluded that you would in effect be both hitting an obstacle (the token) and a ship (the pylon) simultaneously.



I think the reference to the pylons as a separate obstacle is in regards to the fact that, on the base of the actual Grand Prize DS9 model, the pylons firing arcs actually stick out beyond the radius of the circular base, whereas on the DS9 token used in OP1 and OP6, it is one big circle. I am assuming they are referencing the pylons separately in order to avoid FAQ questions in case any current or future events/sessions use the DS9 model instead of the oversized token.

rtsuk 15182593

SoontirKahn wrote:

Quick question on the flagship cards. On the Independent (Dominion) flagship card, it states "After your Flagship moves, you may target 1 other friendly ship within Range 1 of your Flagship. Target ship immediately performs an extra white or green Maneuver."

My question is this: is this intended to be read the same as the Independent (Federation) card, where the ship in question must have moved already, or can it be used to grant the ship a movement before it gets its normal turn?

Ex: Clark Terrell (Capt 2) moves on flagship, grants Picard (Capt 9) a movement, then later Picard performs his dial maneuver when his turn would normally have occurred.


From the Wiki, before or after.
rtsuk 15182640

SoontirKahn wrote:

Second question: If multiple effects trigger at the same time (say, "after you move"), does the player get to decide the order of resolution, assuming that all conditions for each effect are met at the time chosen for that effect to trigger?


Yes, from General Rulings on the wiki, near the end of the page.
csimian 15183112
2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


Ran into this odd situation last night where I did not completely destroy my opponent's fleet but did destroy their Attack Squadron. Per the FAQ entry listed above we ruled that I did not receive the points for destroying it. I just wanted to get a definitive answer on it since we all thought you should get the points for destroying them but we abided by the FAW.
rtsuk 15183322
I could have sworn I saw a ruling that it's treated like the flagship and you get the points if you destroy the attack squadron and not otherwise but now I can't find it.
davedujour 15183505

csimian wrote:

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


Ran into this odd situation last night where I did not completely destroy my opponent's fleet but did destroy their Attack Squadron. Per the FAQ entry listed above we ruled that I did not receive the points for destroying it. I just wanted to get a definitive answer on it since we all thought you should get the points for destroying them but we abided by the FAW.


The Attack Squadron counts as a ship, so if you killed it you get the points.
csimian 15183587

davedujour wrote:

csimian wrote:

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


Ran into this odd situation last night where I did not completely destroy my opponent's fleet but did destroy their Attack Squadron. Per the FAQ entry listed above we ruled that I did not receive the points for destroying it. I just wanted to get a definitive answer on it since we all thought you should get the points for destroying them but we abided by the FAW.


The Attack Squadron counts as a ship, so if you killed it you get the points.


Its also a resource. So we ruled that the FAQ is the final authority and it specifically said that you only get points for a resource if you destroy the opposing fleet.
Ender02 15184083

csimian wrote:

davedujour wrote:

csimian wrote:

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


Ran into this odd situation last night where I did not completely destroy my opponent's fleet but did destroy their Attack Squadron. Per the FAQ entry listed above we ruled that I did not receive the points for destroying it. I just wanted to get a definitive answer on it since we all thought you should get the points for destroying them but we abided by the FAW.


The Attack Squadron counts as a ship, so if you killed it you get the points.


Its also a resource. So we ruled that the FAQ is the final authority and it specifically said that you only get points for a resource if you destroy the opposing fleet.


The fact that it is a ship supersedes the normal FaQ on Resources. The difference is that you can't actually destroy say the command Tokens, but you can a Fighter Squadron. The same goes for the flagship upgrade. Since it is permanently tied to a specific ship, if that ship is destroyed, so is the resource. Resources like the Command Tokens and Elite Attack Die that are added to your fleet but not part of a specific ship can only be scored by completely wiping out the enemy fleet.
aaron2310 15184741
Is there an official ruling on that?
davedujour 15185268
STAW:Hideki Class Attack Fighters
STAW:Attack Squadron

It's a ship. If it counts as a ship for Strike Force it counts as a ship for being destroyed.

You can't look at it just being a Resource or just being a Ship. It is both. If a rule applies to all Resources, it applies to fighters. If a rule applies to all Ships, then it applies to fighters. It's both.

I know there's another thread about this too. It came up at one of the stores I play at (but I didn't play there that month) for OP5. Let me go find it.
http://boardgamegeek.com/thread/1127594/attack-squadrons-las...

If it has webbed feet like a duck and quacks like a duck it's a duck. Just because it might be a duckling, it still counts as a duck. It may not be a Mallard, but it's a duck.

eldurand 15186000
Quick question - I searched and did not find this addressed (which could say more about my search skills than anything else).

Do Romulan Pilot and Engage stack? That is, I make a white or green maneuver, follow with a green with Romulan Pilot, and use that green to trigger Engage? I think it should work, and only cost one action, since the Pilot's is free.
davedujour 15186190

eldurand wrote:

Quick question - I searched and did not find this addressed (which could say more about my search skills than anything else).

Do Romulan Pilot and Engage stack? That is, I make a white or green maneuver, follow with a green with Romulan Pilot, and use that green to trigger Engage? I think it should work, and only cost one action, since the Pilot's is free.


Please quote the cards.

Since Engage only requires a green maneuver at any point, yes, the maneuver that the Romulan Pilot grants would work to trigger Engage.
ejlittle 15186198
[q=eldurand]Quick question - I searched and did not find this addressed (which could say more about my search skills than anything else).

Do Romulan Pilot and Engage stack? That is, I make a white or green maneuver, follow with a green with Romulan Pilot, and use that green to trigger Engage? I think it should work, and only cost one action, since the Pilot's is free.


I actually believe that you could make a red maneuver, then do Romulan pilot which clears the aux token, and then do Engage because you no longer have an aux token.

Edit: I'm wrong. But the answer to your question is "yes".
aaron2310 15186254
You can't do Romulan pilot whilst you have an aux. It's an Action.
ejlittle 15186297

aaron2310 wrote:

You can't do Romulan pilot whilst you have an aux. It's an Action.


I don't think it is, but I could see the argument for it.

"After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

It happens before you take actions.
jonnyd76 15186329

ejlittle wrote:

aaron2310 wrote:

You can't do Romulan pilot whilst you have an aux. It's an Action.


I don't think it is, but I could see the argument for it.

"After you move, you may discard this card to place a (scan) token beside your ship as a free action. If you do so, you may immediately make an additional green maneuver."

It happens before you take actions.


"As a free action" - you need to be able to take actions to use it, which you can't do with an Aux token.
ejlittle 15186371
lol, you're right. I should read better.

Though technically the answer to his original question is "yes".
TheWaspinator 15187886
That part of the first post probably needs to be revised. I think it was written before flagships and fighters, which score differently.
BruinGirl 15188622
Yes, I would think Enderga is accurate on this. I can't see how someone landing on a pylon is NOT touching the token itself, since earlier it says the whole token is an obstacle.

So the question is: if someone flew and landed on the pylon, the ship has to back up (like hitting a ship), but do they they still take damage if part of their base is still on the actual token?


Thanks!


enderqa wrote:

Andrew Parks wrote:


Your interpretation is close except I do not believe the pylons incur the damage die. Treat it as if you bumped a ship if you land on them.


In order to hit the pylon, the yellow triangles on the DS9 token, you must be on the DS9 token itself. The way the pylon is drawn on the DS9 token, there is a bit of cardboard between the triangle and the edge of the token. Thus I concluded that you would in effect be both hitting an obstacle (the token) and a ship (the pylon) simultaneously.

Please correct me if I'm wrong.

PS- Thanks for the clarification on the reinforcements board. It makes things so much easier as the judge!
TheWaspinator 15190937
When two players have away teams on DS9, does DS9 fire like it would if noone was on it?
traitorarmor 15190979

TheWaspinator wrote:

When two players have away teams on DS9, does DS9 fire like it would if noone was on it?



From the Instruction Sheet.......

=================================
IF BOTH PLAYERS have Away Teams aboard
DS9, then no one controls it and a battle
ensues inside of DS9. At the end of the
Combat Phase, after all ships have made their
attacks, both players’ Away Teams attack each
other.
==================================

WHEN NO ONE is in control of DS9, it can
make 3 attacks every round (1 with each Pylon
facing the play area and 1 from the main body
of the station).
====================================


So, yes. It is treated as no one controlling it and it does fire.
rtsuk 15191202
Which wasn't how we played it in my first OP and is much, much more interesting.
rassilon5 15192481
Has it been clarified how to use the DS9 token in a friendly squad build game?

These questions all refer to its use in a friendly, non OP squad build game:

Most of the rule callings reference use in the OPs..

For example, does it set up on the edge of the table?

(If it does, it looses pretty much any ability to survive given the limited arcs, particularly because it doesn't even rotate for some reason)

Does it only fire once as with other ships, or does it get the multiple attacks as per the OPs? What about weapon upgrades?

What arc(s) does it use when firing? All three 90 and the one 360?
If you measure from the token edge, do they all fire at the same range? If only one attack per turn, do you just choose with of the 4 arcs?

In other words, it would be nice if there was a condensed source of rules regarding the DS9/Nor Class station in regular game play as it does come with a ship card and point cost.

Thanks!


Andrew Parks wrote:

traitorarmor wrote:

Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?


For the 360˚ attack, you measure from the outside edge of the token.
VictorTheGeek 15194709
Conditional Surrender states: discard all your CREW upgrades. Does that meanjust the CREW on that ship or all ships? Reason I ask is that I want to have a conditional surrender on both of my ships. Each ship have their own CREW upgrade to discard.
jonnyd76 15194772

VictorTheGeek wrote:

Conditional Surrender states: discard all your CREW upgrades. Does that meanjust the CREW on that ship or all ships? Reason I ask is that I want to have a conditional surrender on both of my ships. Each ship have their own CREW upgrade to discard.


Only crew on that ship. From one of the first rulings on the FAQ:

Page 1 wrote:


GENERAL

1. If I have a Ship, Captain, Upgrade, or Damage Card that uses the word "you", does it refer to that specific ship or to all of your ships?

As mentioned on page 21 of the Full Rules (under "Card Abilities"), abilities on Ship Cards, Captain Cards, Upgrade Cards, and Damage Cards only affect the ship to which they are assigned, unless otherwise specified.
Ender02 15195033

rassilon5 wrote:

Has it been clarified how to use the DS9 token in a friendly squad build game?

These questions all refer to its use in a friendly, non OP squad build game:

Most of the rule callings reference use in the OPs..

For example, does it set up on the edge of the table?

(If it does, it looses pretty much any ability to survive given the limited arcs, particularly because it doesn't even rotate for some reason)

Does it only fire once as with other ships, or does it get the multiple attacks as per the OPs? What about weapon upgrades?

What arc(s) does it use when firing? All three 90 and the one 360?
If you measure from the token edge, do they all fire at the same range? If only one attack per turn, do you just choose with of the 4 arcs?

In other words, it would be nice if there was a condensed source of rules regarding the DS9/Nor Class station in regular game play as it does come with a ship card and point cost.

Thanks!


Andrew Parks wrote:

traitorarmor wrote:

Andrew, thanks so much for getting this started so soon.

It is very much appreciated!

Question about firing from DS9, where do you measure range from?

The inner ring or the outer ring?


For the 360˚ attack, you measure from the outside edge of the token.


Deployment was never really discussed as DS9 is only meant for use in casual fun games or scenarios based around it. You can pretty much house rule whatever you want in those situations. We have always extended the deployment range for DS9 itself to be up to Range 3 (to the center of the template) from the table edge and it has worked pretty well.

The station can have normal upgrades and has slots listed on the respective card to the version that you want to use (3 weapon, 3 crew for DS9 and 2 weapon, 2 crew for the generic). It gets 4 attacks per round, one from each of the three pylons at range 1-3, and one from outer edge of the template in a 360' arc at range 1-2. The multiple attacks are to make up for the stations lack of maneuverability. If torpedoes are used as an upgrade, and you are using the named DS9 variant of the station, they are not disabled when fired (but still require a lock as normal).

It is best to field a couple ships alongside the station to protect its blind spots (range 3, between the pylon fire arcs).
AdmiralPendragon 15195151
1) Can conditional surrender be used to prevent the suicide attack?
Conditional Surrender "When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."
Suicide Attack "Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship."

2) Is the triggering of Conditional Surrender an optional effect? Can the player in control of it choose when to use it and when not to? The cards text does not have "may", I have found no errata and no entry on this FAQ to support it being an optional effect.
Ender02 15195187

AdmiralPendragon wrote:

1) Can conditional surrender be used to prevent the suicide attack?
Conditional Surrender "When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."
Suicide Attack "Action: At the end of the Activation Phase, you must make a 1 [forward] Maneuver and place an auxiliary power token beside your ship. If your ship overlaps an enemy ship, destroy your ship and roll 8 attack dice to damage the enemy ship. That ship rolls defense dice against this attack. This Upgrade may only be purchased for a Jem'Hadar ship."

2) Is the triggering of Conditional Surrender an optional effect? Can the player in control of it choose when to use it and when not to? The cards text does not have "may", I have found no errata and no entry on this FAQ to support it being an optional effect.


I'm not positive on the Suicide Attack thing, so I will let someone else answer that one.

On the Optional question, ALL upgrade cards in this game are Optional. It is not like Heroclix or MTG where things needed a "May" or "Can" in their wording in order to be optional. Just because you have torpedoes on your ship and have a target lock, you don't have to shoot them. Just because you have an Interphase Generator on your ship and take a hit doesn't mean you have to use it against that attack. You always have a choice in Attack Wing when it comes to your upgrades.
Roynaldo 15195608
If I attack and have Boheeka and a battlestations token can I use Boheeka's ability and keep my token for defending

Boheeka:If your ship has a BS Token beside it when you attack, you may convert 1 blank result into a hit.
blackthorne1978 15195617

Roynaldo wrote:

If I attack and have Boheeka and a battlestations token can I use Boheeka's ability and keep my token for defending

Boheeka:If your ship has a BS Token beside it when you attack, you may convert 1 blank result into a hit.


Yes, Boheeka only triggers, he doesn't spend the token.
Roynaldo 15195787

blackthorne1978 wrote:

Roynaldo wrote:

If I attack and have Boheeka and a battlestations token can I use Boheeka's ability and keep my token for defending

Boheeka:If your ship has a BS Token beside it when you attack, you may convert 1 blank result into a hit.


Yes, Boheeka only triggers, he doesn't spend the token.


So Antiproton Scan would be the same then right?
delta_angelfire 15196256

Ender02 wrote:


On the Optional question, ALL upgrade cards in this game are Optional. It is not like Heroclix or MTG where things needed a "May" or "Can" in their wording in order to be optional. Just because you have torpedoes on your ship and have a target lock, you don't have to shoot them. Just because you have an Interphase Generator on your ship and take a hit doesn't mean you have to use it against that attack. You always have a choice in Attack Wing when it comes to your upgrades.


That is incorrect. A card is optional if it includes "may", "can", or a disable/discard cost. For example, I Stab at Thee is not optional.
http://boardgamegeek.com/article/13321406#13321406 STAW:I Stab at Thee
TomTheCPA 15197930

Roynaldo wrote:

blackthorne1978 wrote:

Roynaldo wrote:

If I attack and have Boheeka and a battlestations token can I use Boheeka's ability and keep my token for defending

Boheeka:If your ship has a BS Token beside it when you attack, you may convert 1 blank result into a hit.


Yes, Boheeka only triggers, he doesn't spend the token.


So Antiproton Scan would be the same then right?


Correct.

Card text reads:

"If a (scan) Token is beside your ship, add +1 attack die when firing against a ship that has no Active Shields."

does not say "remove a token to add one attack die" or "use a token" or any similar language.

so the token "rests" until/if/when used or removed at end of the turn.

Note: ruling is that only one ability can be triggered by a token per turn, so you can't "stack" and have both Boheeka and Antiproton Scan get their "boost" from the same battlestations token:

http://boardgamegeek.com/article/14303523#14303523

davedujour 15199596

delta_angelfire wrote:

Ender02 wrote:


On the Optional question, ALL upgrade cards in this game are Optional. It is not like Heroclix or MTG where things needed a "May" or "Can" in their wording in order to be optional. Just because you have torpedoes on your ship and have a target lock, you don't have to shoot them. Just because you have an Interphase Generator on your ship and take a hit doesn't mean you have to use it against that attack. You always have a choice in Attack Wing when it comes to your upgrades.


That is incorrect. A card is optional if it includes "may", "can", or a disable/discard cost. For example, I Stab at Thee is not optional.
http://boardgamegeek.com/article/13321406#13321406 STAW:I Stab at Thee


And Photon Torpedoes and Interphase Generator both have the word "may" in the text. "You may fire this weapon from your forward or rear firing arcs."

So no, Conditional Surrender is not optional. It will be used the first time that ship is attacked. The second time that ship is attacked, presumably there won't be any Crew left on the ship. Unless there's some Shroud shenanigans or similar.
Andrew Parks 15199633

AdmiralPendragon wrote:

1) Can conditional surrender be used to prevent the suicide attack?


Yes.
tb55555 15204809
Ok, now I'm curious. So Conditional Surrender automatically works every time you are attacked. And as long as you have crew on board the attack is canceled? (In most cases this would just be the first attack, but you can hold onto your crew through other means. Weyoun, Shroud, etc.)
SteRT 15205936
No Conditional Surrender is optional as it has a Discard cost i.e. Discard all crew.
tb55555 15206096
Ok. So 1 yes and 1 no for Conditional Surrender being optional.

Here is the text:

"When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."

TheWaspinator 15206178
Ouch, this hurts the Conditional Surrender / Weyoun combo a lot. If you CAN use Conditional Surrender, you have to. So you just have to attack twice and it triggers both times, discarding all crew the second time.



tb55555 15206226
Thanks Bertie.

If you disable Weyoun to keep the crew. You would not have access to the Conditional Surrender Eliet Tallent? Correct?

"ELITE TALENT UPGRADES

1. If a Captain is disabled for any reason, can his ship still use Elite Talent Upgrades?

No."
TheWaspinator 15206274
Oh, good point. That might save the combo. That way, Conditional Surrender won't eat your crew until you have Weyoun re-enabled and be able to save them again.

You still are required to use Conditional Surrender against the first attack you get hit with while Weyoun is up, though. So if you expect a bigger attack later in the round, you can't save it.
Chance Gardener 15206297
I'm sorry but are you saying that Conditional Surrender goes off/activates if you get attacked whether you want it to or not?

I don't think that is correct.
swingk2121 15206376

TheWaspinator wrote:

Oh, good point. That might save the combo. That way, Conditional Surrender won't eat your crew until you have Weyoun re-enabled and be able to save them again.

You still are required to use Conditional Surrender against the first attack you get hit with while Weyoun is up, though. So if you expect a bigger attack later in the round, you can't save it.


Not to ruin your ideas, Weyoun (6) does not have an elite talent which means he can't use conditional surrender unless the ship has a flagship card with an elite talent. And then it wouldn't matter if the captain was disabled because the flagship gives the ability.

Normally it's conditional surrender with Dukat and boheeka and several shrouds.
TheWaspinator 15206402
Yeah, I'm talking about Weyoun 6 with the flagship. And I'm pretty sure a disabled captain blocks the elite talent granted by the flagship card.
tb55555 15206587
If you are using the Elite Talent from the flagship and your Captain is disabled you cannot use your elite talent.

http://boardgamegeek.com/article/14269463#14269463
Andrew Parks 15207412
Just to be clear, as mentioned in the FAQ, if something has a disable / discard cost, it is optional.

Andrew
DrZ327 15207413

TheWaspinator wrote:

Ouch, this hurts the Conditional Surrender / Weyoun combo a lot. If you CAN use Conditional Surrender, you have to. So you just have to attack twice and it triggers both times, discarding all crew the second time.






So this is what we are figuring out after the card has been in play for 6 months. Marvelous. I feel awesome finding out I've defrauded my way to victory several times with this card by using crew until I no longer needed them and picking the attack to cancel.
Novacat 15207777

DrZ327 wrote:

So this is what we are figuring out after the card has been in play for 6 months. Marvelous. I feel awesome finding out I've defrauded my way to victory several times with this card by using crew until I no longer needed them and picking the attack to cancel.

Actually, you were playing it right. As Andrew and other have pointed out several times over the last few pages, if a card requires a disable or discard to function, it is optional. This is an errata to the rules.

Again, for those of you skimming the thread…

Abilities which require you to disable or discard something to function are optional.
Godzillafreak01 15207897
So you!'really saying I can use infinite cloaked mines?

I feel like your big post on this page is incorrect...

1. If you have to discard or disable you must do it unless it says you 'may' do those things

2. meaning if it says "may" you don't have to discard/disable if you don't want to.

Right?

Drew
Novacat 15207920

Godzillafreak01 wrote:

So you!'really saying I can use infinite cloaked mines?

I feel like your big post on this page is incorrect...

1. If you have to discard or disable you must do it unless it says you 'may' do those things

2. meaning if it says "may" you don't have to discard/disable if you don't want to.

Right?

Drew

Effects which require a discard or disable are optional. The cost of the ability is not. If you choose to use your Cloaked Mines, you must discard it, because the effect says so. But you are not required to use Cloaked Mines during the first Planning Phase of the game, because using it at all is optional.
H00D4M4N 15209636

Godzillafreak01 wrote:

So you!'really saying I can use infinite cloaked mines?

I feel like your big post on this page is incorrect...

1. If you have to discard or disable you must do it unless it says you 'may' do those things

2. meaning if it says "may" you don't have to discard/disable if you don't want to.

Right?

Drew


Dude, this comes straight from Andrew on the previous page.
Mordaenor 15210021
This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.

davedujour 15210155

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)

Andrew"
Mordaenor 15211632

davedujour wrote:

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)
Andrew"


Unfortunately, we still have contradiction, in that the first line clearly cites obstacles and mines as times when the Defiant's ability works. The second line clearly cites obstacles and mines as a time when it doesn't work.

And we have this...

http://www.boardgamegeek.com/article/14039148#14039148
Ah, yes, now I remember the ruling had to do with when the Antimatter Mines were dropped on someone, which is considered an attack (and therefore certain bonuses apply).

When a ship runs into the mines later, these bonuses do not apply. So in this case, they would not apply to Cloaked Mines at all.


Mordaenor 15212324
Superior Intellect: Action: Discard this card to target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Steal 1 faceup Upgrade Card of your choice from that ship, even if the Upgrade exceeds your ship's restriction


I understand this to apply in examples of stealing a Tech Upgrade when your ship has no available Tech slots.

But does it also apply to restrictions imposed by the Upgrade itself? Por example can KHAN! steal Omet'Iklan (who can only be purchased on a Jem'Hadar ship) if he is not on a Jem'Hadar ship himself? Is that the Ship's restriction, or the Upgrade's restriction. Or are they considered the same thing?
rangarth 15213189
I believe that is a building requirement, just like Varel costs +5 for a non-science vessel. It would not restrict superior intellect from stealing any upgrade.
Godzillafreak01 15215451
Okay so I understand what everyone is saying, but a few posts up there were worded poorly with all previous examples being on a different page, leading me to my previous post!

Glad that's cleared up, but I'm glad to see that certain combos cannot be chosen when to use, and instead are used automatically (that was the distinction that was not made clear to me by the way)
FortuneFavorTheBold 15218672

Dracos12 wrote:

Interesting problem regarding Tahna Los. His card text states "...costs exactly 3 Squad Points..." Would it be reasonable to assume this negates penalties such as Fed Cloaking Device on non-Defiant?
So I put Tahna as Captain on the Ent-D, add a Cloaking Device (4SP + 5SP penalty) but it is reduced to "exactly 3SP" because I'm Tahna! Right?


He doesn't work on upgrades that specify a ship or class of ship. So cloaking devices don't work, or Muon Feedback Wave, or Tactical Sensors.
Dracos12 15218797

FortuneFavorTheBold wrote:

Dracos12 wrote:

Interesting problem regarding Tahna Los. His card text states "...costs exactly 3 Squad Points..." Would it be reasonable to assume this negates penalties such as Fed Cloaking Device on non-Defiant?
So I put Tahna as Captain on the Ent-D, add a Cloaking Device (4SP + 5SP penalty) but it is reduced to "exactly 3SP" because I'm Tahna! Right?


He doesn't work on upgrades that specify a ship or class of ship. So cloaking devices don't work, or Muon Feedback Wave, or Tactical Sensors.


Ah yes, the card does state that. Would his "Exactly 3" trump the out of faction penalty then for a legal tech upgrade?
Andrew Parks 15218834

Dracos12 wrote:

FortuneFavorTheBold wrote:

Dracos12 wrote:

Interesting problem regarding Tahna Los. His card text states "...costs exactly 3 Squad Points..." Would it be reasonable to assume this negates penalties such as Fed Cloaking Device on non-Defiant?
So I put Tahna as Captain on the Ent-D, add a Cloaking Device (4SP + 5SP penalty) but it is reduced to "exactly 3SP" because I'm Tahna! Right?


He doesn't work on upgrades that specify a ship or class of ship. So cloaking devices don't work, or Muon Feedback Wave, or Tactical Sensors.


Ah yes, the card does state that. Would his "Exactly 3" trump the out of faction penalty then for a legal tech upgrade?


No, his text is similar to Kirk's in this regard.
Andrew Parks 15218870

Mordaenor wrote:

davedujour wrote:

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)
Andrew"


Unfortunately, we still have contradiction, in that the first line clearly cites obstacles and mines as times when the Defiant's ability works. The second line clearly cites obstacles and mines as a time when it doesn't work.

And we have this...

http://www.boardgamegeek.com/article/14039148#14039148
Ah, yes, now I remember the ruling had to do with when the Antimatter Mines were dropped on someone, which is considered an attack (and therefore certain bonuses apply).

When a ship runs into the mines later, these bonuses do not apply. So in this case, they would not apply to Cloaked Mines at all.




As per the front page of the FAQ, the Defiant is considered defending when Antimatter Mines are dropped directly on top of it. It is not considered defending when running into mines at any other time.
Dracos12 15218881

Andrew Parks wrote:

Dracos12 wrote:

FortuneFavorTheBold wrote:

Dracos12 wrote:

Interesting problem regarding Tahna Los. His card text states "...costs exactly 3 Squad Points..." Would it be reasonable to assume this negates penalties such as Fed Cloaking Device on non-Defiant?
So I put Tahna as Captain on the Ent-D, add a Cloaking Device (4SP + 5SP penalty) but it is reduced to "exactly 3SP" because I'm Tahna! Right?


He doesn't work on upgrades that specify a ship or class of ship. So cloaking devices don't work, or Muon Feedback Wave, or Tactical Sensors.


Ah yes, the card does state that. Would his "Exactly 3" trump the out of faction penalty then for a legal tech upgrade?


No, his text is similar to Kirk's in this regard.


Great! Thanks Andrew. I'll change that in the builder, was about to update it incorrectly.
BradyLS 15219951

Andrew Parks wrote:

Mordaenor wrote:

davedujour wrote:

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)
Andrew"


Unfortunately, we still have contradiction, in that the first line clearly cites obstacles and mines as times when the Defiant's ability works. The second line clearly cites obstacles and mines as a time when it doesn't work.

And we have this...

http://www.boardgamegeek.com/article/14039148#14039148
Ah, yes, now I remember the ruling had to do with when the Antimatter Mines were dropped on someone, which is considered an attack (and therefore certain bonuses apply).

When a ship runs into the mines later, these bonuses do not apply. So in this case, they would not apply to Cloaked Mines at all.




As per the front page of the FAQ, the Defiant is considered defending when Antimatter Mines are dropped directly on top of it. It is not considered defending when running into mines at any other time.


I imagine the same goes for flying through/onto Obstacles? Defiant's ability does not apply when rolling for the damage it may receive?
Andrew Parks 15221179

BradyLS wrote:

Andrew Parks wrote:

Mordaenor wrote:

davedujour wrote:

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)
Andrew"


Unfortunately, we still have contradiction, in that the first line clearly cites obstacles and mines as times when the Defiant's ability works. The second line clearly cites obstacles and mines as a time when it doesn't work.

And we have this...

http://www.boardgamegeek.com/article/14039148#14039148
Ah, yes, now I remember the ruling had to do with when the Antimatter Mines were dropped on someone, which is considered an attack (and therefore certain bonuses apply).

When a ship runs into the mines later, these bonuses do not apply. So in this case, they would not apply to Cloaked Mines at all.




As per the front page of the FAQ, the Defiant is considered defending when Antimatter Mines are dropped directly on top of it. It is not considered defending when running into mines at any other time.


I imagine the same goes for flying through/onto Obstacles? Defiant's ability does not apply when rolling for the damage it may receive?


Correct.
Mordaenor 15221537

Andrew Parks wrote:

Mordaenor wrote:

davedujour wrote:

Mordaenor wrote:

This was brought up in another thread...

The FAQ Wiki currently lists two contradictory rulings regarding the Defiant's Crit converting ability.

•You are considered to be “defending” against anything that deals your ship damage, not just attacks. The U.S.S. Defiant's ability will trigger against damage effects like “staw:William T Riker”, “staw:Cloaked Mines”, and hitting obstacles. http://boardgamegeek.com/article/14188918#14188918

•The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “stawrex”, or a re-roll from a [target lock]. It will not negate crits inflicted in the activation phase by obstacles, or minefields created by "staw:Antimatter Mines" or "staw:Cloaked Mines"1.http://boardgamegeek.com/article/13890081#13890081
2.http://www.boardgamegeek.com/article/14039148#14039148


So, which is correct? We seem to have contradictory decisions regarding whether it works outside the normal combat phase. Does it apply any time the Defiant takes damage, or does it only apply during the Modify Attack dice step of a Standard Combat sequence.


I think the wiki is poorly worded.

If the Defiant is attacked during the normal attack phase, then it's ability to convert crits happens during the normal "modify attack dice" process. So the Defiant can't modify a crit from Toreth because defender (the Defiant) modifies dice first, then the attack (Toreth).

If something "attacks" (looser definition of the word here) not during the normal Combat phase, such as with mines, Riker, Counter Attack, etc., then there isn't a normal "modify attack dice" process. In that case the Defiant may still convert CRIT results to HIT. Because of this:

Defiant text: "When defending, convert all your opponent's [crit] results into [hit] results."

Post: http://boardgamegeek.com/article/14188918#14188918
"I believe I've mentioned in the past that a ship hit by mines is technically "defending"; it's just defending really badly (i.e. without defense dice!)
Andrew"


Unfortunately, we still have contradiction, in that the first line clearly cites obstacles and mines as times when the Defiant's ability works. The second line clearly cites obstacles and mines as a time when it doesn't work.

And we have this...

http://www.boardgamegeek.com/article/14039148#14039148
Ah, yes, now I remember the ruling had to do with when the Antimatter Mines were dropped on someone, which is considered an attack (and therefore certain bonuses apply).

When a ship runs into the mines later, these bonuses do not apply. So in this case, they would not apply to Cloaked Mines at all.




As per the front page of the FAQ, the Defiant is considered defending when Antimatter Mines are dropped directly on top of it. It is not considered defending when running into mines at any other time.



Okay, so I have updated the wording on the Wiki Page. I think I've covered all the bases...

*The U.S.S. Defiant's ability to change crits into hits applies in the “modify attack dice” portion of the combat phase. It will not negate crits that are set or re-rolled after this step from effects like “staw:Toreth”, “staw: Drex”, or a re-roll from a [target lock].

*It can also be triggered by non-standard attacks, such as "staw:William T. Riker", "STAW:Gelnon", "STAW:Suicide Attack" or having "staw:Antimatter Mines", as long as the source of the damage is directly caused by an opposing ship.

*It will not negate crits inflicted by non-attack collisions such as obstacles, or previously deployed minefields.
aaron2310 15222106
Does United Forces allow for re-rolls of mine attack dice?
davedujour 15222343

aaron2310 wrote:

Does United Forces allow for re-rolls of mine attack dice?


It allows for a reroll of any die.
ejlittle 15225568
The wording for the Weyoun + Conditional Surrender combination actually makes me feel like this shouldn't work at all.

Weyoun: "Disable Weyoun to prevent 1 of your [crew] Upgrades from being disabled or discarded this round."

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."

Weyoun prevents the crew from being discarded, which is the cost of conditional surrender.

It doesn't say "Return a card that was just discarded." Just for the sake of argument, look at Cheat Death: "If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down." This is very clear: The ship WAS destroyed, and then brought back.

Just food for thought. What does everybody else think about this interpretation?
delta_angelfire 15225797

ejlittle wrote:

The wording for the Weyoun + Conditional Surrender combination actually makes me feel like this shouldn't work at all.

Weyoun: "Disable Weyoun to prevent 1 of your [crew] Upgrades from being disabled or discarded this round."

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."

Weyoun prevents the crew from being discarded, which is the cost of conditional surrender.

It doesn't say "Return a card that was just discarded." Just for the sake of argument, look at Cheat Death: "If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down." This is very clear: The ship WAS destroyed, and then brought back.

Just food for thought. What does everybody else think about this interpretation?


I think its covered in the ruling that mccoys effect works and weyoun can prevent him from discarding himself. http://boardgamegeek.com/article/13511223#13511223
delta_angelfire 15225832
Can we get a moderator so we can start deleting all the redundant threads in the rules forum of people asking questions that have been answered before. It'd help greatly in finding unique rulings.
gotg 15225967
I have a question about Conditional Surrender.

When Damage is transferred to the Kraxon from another friendly ship, it is considered to be attacked from the original source. This is why Counter attack triggers on the Kraxon.
http://www.boardgamegeek.com/wiki/page/staw%3AKraxon

Can Conditional Surrender be used to cancel the attack/damage that the Kraxon receives the same way counter attack would activate?
http://www.boardgamegeek.com/wiki/page/staw%3ACounter_Attack#

It seems that both are work the same way but just react differently to the attack.
koku_ryu 15226165

gotg wrote:

I have a question about Conditional Surrender.

When Damage is transferred to the Kraxon from another friendly ship, it is considered to be attacked from the original source. This is why Counter attack triggers on the Kraxon.
http://www.boardgamegeek.com/wiki/page/staw%3AKraxon

Can Conditional Surrender be used to cancel the attack/damage that the Kraxon receives the same way counter attack would activate?
http://www.boardgamegeek.com/wiki/page/staw%3ACounter_Attack#

It seems that both are work the same way but just react differently to the attack.


I reserve the right to be wrong about my answer, so here goes:
No, this does not work, because for the Kraxon to absorb the damage, you would already be past the step in the attack where you can use Conditional Surrender.
(Kraxon's ability being when the damage would be dealt, and Conditional Surrender being when the attack is first declared.)
Magentawolf 15226319

gotg wrote:

I have a question about Conditional Surrender.

When Damage is transferred to the Kraxon from another friendly ship, it is considered to be attacked from the original source. This is why Counter attack triggers on the Kraxon.
http://www.boardgamegeek.com/wiki/page/staw%3AKraxon

Can Conditional Surrender be used to cancel the attack/damage that the Kraxon receives the same way counter attack would activate?
http://www.boardgamegeek.com/wiki/page/staw%3ACounter_Attack#

It seems that both are work the same way but just react differently to the attack.


Counter Attack doesn't care about being attacked, it only cares that you took damage from a ship in your forward firing arc; this is why Kraxon works with it.

Conditional Surrender cannot be used in this manner.

EDIT - Michael is also completely correct. Conditional Surrender is used before rolling any dice, thus for the Kraxon to be absorbing damage, you're way past the time that you could use it.
ejlittle 15227011

delta_angelfire wrote:

ejlittle wrote:

The wording for the Weyoun + Conditional Surrender combination actually makes me feel like this shouldn't work at all.

Weyoun: "Disable Weyoun to prevent 1 of your [crew] Upgrades from being disabled or discarded this round."

Conditional Surrender: "When your ship is attacked, before any dice are rolled, discard all of your (crew) Upgrades to cancel the attack. You must have at least 1 (crew) Upgrade on your ship in order to use this ability."

Weyoun prevents the crew from being discarded, which is the cost of conditional surrender.

It doesn't say "Return a card that was just discarded." Just for the sake of argument, look at Cheat Death: "If your ship was just destroyed, discard this card to remove Damage Cards one at a time from your Ship Card until the amount of damage is 1 point less than your Hull Value. Flip all remaining Damage Cards face down." This is very clear: The ship WAS destroyed, and then brought back.

Just food for thought. What does everybody else think about this interpretation?


I think its covered in the ruling that mccoys effect works and weyoun can prevent him from discarding himself. http://boardgamegeek.com/article/13511223#13511223


I guess specifically I was interested in the wording.

I understand that as of this moment in time, prior rulings allow such things to occur, but based on the wording of the Weyoun card in particular in comparison to other cards that have similar effects (i.e. Centurion: a card still gets discarded, albeit a different one).

Maybe I'm getting hung up on it thematically, but I can't help be feel that the intent of these cards was to protect against crew-ganking, not provide yourself [x]-many extra actions for your own card (where x is the number of centurions/shrouds you have). Just thought it was at least something that might be worth a discussion.
rtsuk 15227133

ejlittle wrote:



Maybe I'm getting hung up on it thematically, but I can't help be feel that the intent of these cards was to protect against crew-ganking, not provide yourself [x]-many extra actions for your own card (where x is the number of centurions/shrouds you have). Just thought it was at least something that might be worth a discussion.


I think its definitely worth discussion, so much that you should create a thread for the discussion. This is just a bad place for discussion since such discussion makes it harder to find Andrew's rulings.
PublicTimeline 15234176
Few questions:

1. Because of the rule that forbids you to re-roll something twice, if I use La Forge to force a re-roll on an opponent's defense die then he wants to use Attack Pattern Delta, what happens? APD says you re-roll all your defense dice, but I forced him to re-roll one. does he just set that one aside, or does APD not work because one of them isn't allowed to be re-rolled?

2. For Stab at Thee, do you roll separately for each ship in range one, or do you roll your three dice once and apply that to each ship in range one?

3. Stranger question. Am I supposed to share a damage deck with my opponent, or are we supposed to use our own damage decks? The rulebook is vague, and it would help for these super-cutthroat OP events if there was clarity on these kind of things.

4. Are there any official tournament etiquette rules for OP events? In some competitive games that use dice for example, any player may request to use his opponent's dice instead of his own. This issue has come up before and could not be resolved since there is, as far as we know, no solid etiquette protocol for STAW organized play. Or if there is, is there a pdf for it of some kind?

I'd appreciate if Andrew answers these. No offense to anyone else
Skyguard 15234527

PublicTimeline wrote:

Few questions:

1. Because of the rule that forbids you to re-roll something twice, if I use La Forge to force a re-roll on an opponent's defense die then he wants to use Attack Pattern Delta, what happens? APD says you re-roll all your defense dice, but I forced him to re-roll one. does he just set that one aside, or does APD not work because one of them isn't allowed to be re-rolled?


See STAW:Worf for the link to Andrews ruling for a similar issue with Worf. Quick answer you would do as much of the text as possible, so you would re-roll all of the other dice.

PublicTimeline wrote:


2. For Stab at Thee, do you roll separately for each ship in range one, or do you roll your three dice once and apply that to each ship in range one?


One roll to all ships, it is also not optional.
Link here

PublicTimeline wrote:


3. Stranger question. Am I supposed to share a damage deck with my opponent, or are we supposed to use our own damage decks? The rulebook is vague, and it would help for these super-cutthroat OP events if there was clarity on these kind of things.


It's up to the venue to set this, see here

Andrew Parks wrote:

There is not an official rule concerning this, so for OP events I assume it is up to the venue.

For what it's worth, the game was playtested with a shared Damage Deck, and works well under those conditions.

Andrew


Just a heads up if you want answers on a particular card, from page one of this FAQ you should include the card text you are asking about. Welcome to Attack Wing.
beforemath 15241990
I have a few questions about mines, especially Antimatter Mines and Nuclear Warhead.

ref: Antimatter Mines "Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice."


1. If I place Antimatter mines on top of my own ship, does it count as an attack (do I roll 4 dice plus modifications against myself)?

2. Do I roll once for each ship that the mine token overlaps, or do I roll once and apply the result to all ships that the mine token overlaps?

3. If I have activated Gorkon's action and then placed Antimatter mines on top of my own ship, do I roll 2 less dice for attacking and 2 less dice for being my attacker, resulting in rolling 4 fewer dice against myself?

ref: Gorkon "Your ship and every ship that attacks you rolls 2 less attack dice."

4. Which is the correct reading of Gorkon's text? "Your ship and every ship that attacks you rolls 2 less attack dice this round" or "Your ship rolls 2 less attack dice every time you attack this round and every ship that attacks you rolls 2 less attack dice every time they attack you this round"?

For example, if Gorkon placed Antimatter mines over two ships, would he roll 2 fewer attack dice on the first ship and the full amount of attack dice on the second?


5. Can I place a Nuclear Warhead underneath my own ship as long as it is not within my forward firing arc? The term "another ship" seems to exclude your own. Does my forward firing arc start at the edge of my base, or where the lines are on the base token?

ref: Nuclear Warhead "Action: At the end of the Activation Phase, discard this card and place a Minefield Token within Range 1 of your ship, but not within your forward firing arc and not on to of another ship. If a ship enters the minefield on a future turn, roll 3 attack dice. Any [hit] or [crit] damages the ship as normal. The affected ship does not roll any defense dice."
Mordaenor 15242007
So here's a hypothetical conundrum. Gor Portas + Romulan Tactical Officer.

If I fire a Torpedo from the Gor Portas, I do not need to spend a Target Lock. I need to HAVE the lock, but I don't need to spend the lock.

Which means I can spend it after firing to do re-roll magic. Which means I can use Romulan Tactical Officer to re-roll the re-roll...

..or can I? The Torpedo is still triggering off the TL token, so would this be a case of two Upgrades triggering off the same token, and thus, a no-no?
hmmmm.....

Gor Portas:
Although you much be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so.


Romulan Tactical Officer
When removing your target lock from an opposing ship in order to reroll your attack dice, you may re-roll each attack die an additional time
jonnyd76 15242122

Mordaenor wrote:

So here's a hypothetical conundrum. Gor Portas + Romulan Tactical Officer.

If I fire a Torpedo from the Gor Portas, I do not need to spend a Target Lock. I need to HAVE the lock, but I don't need to spend the lock.

Which means I can spend it after firing to do re-roll magic. Which means I can use Romulan Tactical Officer to re-roll the re-roll...

..or can I? The Torpedo is still triggering off the TL token, so would this be a case of two Upgrades triggering off the same token, and thus, a no-no?
hmmmm.....

Gor Portas:
Although you much be Target Locked on a ship to fire a Torpedo at it, you do not need to discard your Target Lock when doing so.


Romulan Tactical Officer
When removing your target lock from an opposing ship in order to reroll your attack dice, you may re-roll each attack die an additional time


I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.

Scooter below has the correct answer
Mordaenor 15242553

jonnyd76 wrote:

I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.


Not quite, because spending a Battlestation isn't triggering a second Upgrade. Boheeka is the only Upgrade being triggered, the BS token ability to convert dice is its own inherent ability, so both can apply. Boheeka triggers, then the token gets spent to convert.

In this case we have two separate Upgrades, 1) The Torpedoes can fire off the Target Lock and 2) The Tactical Officer can use his re-roll ability.

By a strict reading of the rules that no two Upgrades can trigger off one the same token, this would seem to be not legal.
Barthonis 15243686
I have a question in regards to the Hideki Class Attack Squadron resource.

We had a situation tonight where "Player A" had a 2 ship build (totaling 80 SPs) and also took the Hideki Class Attack Squadron resource (20 SPs).
PLAYER A's LIST
ship 1 - 40 SPs
ship 2 - 40 SPs
Resource: Hideki Squadron - 20 SPs
TOTAL LIST: 100 SPs

During his match with "Player B", Player A lost both of his ships but the Hideki Squadron survived as time was called for the match.

Would Player B get to score 80 points or the full 100 points for that match?

The reason I ask is that normally you get to include points your opponent spent on resources only if you destroy all of your opponents ships. But the Hideki are a resource that acts like a ship. Since this is the first resource we have had that uses a board miniature, I would love to hear what Andrew says for a ruling.

On a related note, if the Hideki are scored like a ship and not a resource, would this also mean that in the above example if Player B had done the reverse and ONLY destroyed the Hidekis and not the other 80 SPs worth of ships, would Player B get to score the 20 SPs for the Hidekis?

FAQ wrote:

RESOURCES

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


~Bart
Barthonis 15243810
A question on scoring for the Dominion War tourney events...

The Score Sheet for the Domion War events reads as follows:

Score Sheet wrote:

For the Dominion War month 1 through 5, all players receive the following Battle Points:

One (1) Point for Attending the Event
One (1) Point per LOSS
Two (2) Points per BYE
Two (2) Points per WIN
Three (3) Points for winning the Event


At our first month's Event a couple of the more veteran players remarked that it had been Errata/FAQ'd that it was a typo and a win earned a player 3 points, not 2. Which made sense sense to me that a bye would be inbetween a win and a loss. but I tried looking for it today after someone else brought up that the sheets still said only 2 points for a win and I cannot find anything in the FAQ stating different. Can you please clarify this for me? It may make a big difference in our month 6 event at one of the 2 local stores.

~Bart
Novacat 15243935

Barthonis wrote:

Would Player B get to score 80 points or the full 100 points for that match?

The fighters are scored when they are destroyed, even if you don't completely eliminate the fleet. There was an official ruling on this a while back, but I'm too lazy to find it and quote it. If you really need the official quote, I'm sure someone will find it for you.
Novacat 15243937

Barthonis wrote:

At our first month's Event a couple of the more veteran players remarked that it had been Errata/FAQ'd that it was a typo and a win earned a player 3 points, not 2. Which made sense sense to me that a bye would be inbetween a win and a loss. but I tried looking for it today after someone else brought up that the sheets still said only 2 points for a win and I cannot find anything in the FAQ stating different. Can you please clarify this for me? It may make a big difference in our month 6 event at one of the 2 local stores.

Yes, I believe that's how it is supposed to be (3 points for a win). That's how my venue ran it, anyways.
Novacat 15243942

Barthonis wrote:

We had a situation tonight where "Player A" had a 2 ship build (totaling 80 SPs) and also took the Hideki Class Attack Squadron resource (20 SPs).
PLAYER A's LIST
ship 1 - 40 SPs
ship 2 - 40 SPs
Resource: Hideki Squadron - 20 SPs
TOTAL LIST: 100 SPs

During his match with "Player B", Player A lost both of his ships but the Hideki Squadron survived as time was called for the match.

I would like to clarify something for you: the Hideki squadron IS a ship. The list you posted is, in every respect, a 3-ship list. The Hideki squad follows all rules for ships, except where noted on its rules card.
Illyth 15243952

Barthonis wrote:

A question on scoring for the Dominion War tourney events...

The Score Sheet for the Domion War events reads as follows:

Score Sheet wrote:

For the Dominion War month 1 through 5, all players receive the following Battle Points:

One (1) Point for Attending the Event
One (1) Point per LOSS
Two (2) Points per BYE
Two (2) Points per WIN
Three (3) Points for winning the Event


At our first month's Event a couple of the more veteran players remarked that it had been Errata/FAQ'd that it was a typo and a win earned a player 3 points, not 2. Which made sense sense to me that a bye would be inbetween a win and a loss. but I tried looking for it today after someone else brought up that the sheets still said only 2 points for a win and I cannot find anything in the FAQ stating different. Can you please clarify this for me? It may make a big difference in our month 6 event at one of the 2 local stores.

~Bart


It's possible that the confusion may be coming from a misprint in OP1's instructions (at least I think that was the only month) wherein it was mistakenly stated that a BYE awards 3 points while a WIN only gets 2.

To answer your question more directly, a Bye gets you 2 points, same as a Win. Which is fair, since byes (which are generally determined randomly, at least for the first Battle Round) shouldn't automatically screw a player out of their chances at winning.

EDIT: they must have fixed Month 1's misprint, but it's still there in Month 2. First page of the FAQ still lists the correction under Month 1 though.
Illyth 15243966

Novacat wrote:

Barthonis wrote:

At our first month's Event a couple of the more veteran players remarked that it had been Errata/FAQ'd that it was a typo and a win earned a player 3 points, not 2. Which made sense sense to me that a bye would be inbetween a win and a loss. but I tried looking for it today after someone else brought up that the sheets still said only 2 points for a win and I cannot find anything in the FAQ stating different. Can you please clarify this for me? It may make a big difference in our month 6 event at one of the 2 local stores.

Yes, I believe that's how it is supposed to be (3 points for a win). That's how my venue ran it, anyways.


And in the whole six months nobody complained that you were doing it incorrectly (and unfairly)? Or did you never have any Byes? I'd say you should double check your scores, to make sure no one got shafted.
BruinGirl 15244061
Dean,
Just wanted to thank you for your awesome builder!!! Keep up the great work!

Dracos12 wrote:

Andrew Parks wrote:

Dracos12 wrote:

FortuneFavorTheBold wrote:

Dracos12 wrote:

Interesting problem regarding Tahna Los. His card text states "...costs exactly 3 Squad Points..." Would it be reasonable to assume this negates penalties such as Fed Cloaking Device on non-Defiant?
So I put Tahna as Captain on the Ent-D, add a Cloaking Device (4SP + 5SP penalty) but it is reduced to "exactly 3SP" because I'm Tahna! Right?


He doesn't work on upgrades that specify a ship or class of ship. So cloaking devices don't work, or Muon Feedback Wave, or Tactical Sensors.


Ah yes, the card does state that. Would his "Exactly 3" trump the out of faction penalty then for a legal tech upgrade?


No, his text is similar to Kirk's in this regard.


Great! Thanks Andrew. I'll change that in the builder, was about to update it incorrectly.
Magentawolf 15245072

Novacat wrote:

Barthonis wrote:

At our first month's Event a couple of the more veteran players remarked that it had been Errata/FAQ'd that it was a typo and a win earned a player 3 points, not 2. Which made sense sense to me that a bye would be inbetween a win and a loss. but I tried looking for it today after someone else brought up that the sheets still said only 2 points for a win and I cannot find anything in the FAQ stating different. Can you please clarify this for me? It may make a big difference in our month 6 event at one of the 2 local stores.

Yes, I believe that's how it is supposed to be (3 points for a win). That's how my venue ran it, anyways.


Yeah, this is incorrect.

1 BP for attendance.
1 BP for each LOSS.
2 BP for each WIN.
2 BP for each BYE.
3 additional BP for winning the tournament.
davedujour 15246121

Barthonis wrote:

I have a question in regards to the Hideki Class Attack Squadron resource.

We had a situation tonight where "Player A" had a 2 ship build (totaling 80 SPs) and also took the Hideki Class Attack Squadron resource (20 SPs).
PLAYER A's LIST
ship 1 - 40 SPs
ship 2 - 40 SPs
Resource: Hideki Squadron - 20 SPs
TOTAL LIST: 100 SPs

During his match with "Player B", Player A lost both of his ships but the Hideki Squadron survived as time was called for the match.

Would Player B get to score 80 points or the full 100 points for that match?

The reason I ask is that normally you get to include points your opponent spent on resources only if you destroy all of your opponents ships. But the Hideki are a resource that acts like a ship. Since this is the first resource we have had that uses a board miniature, I would love to hear what Andrew says for a ruling.

On a related note, if the Hideki are scored like a ship and not a resource, would this also mean that in the above example if Player B had done the reverse and ONLY destroyed the Hidekis and not the other 80 SPs worth of ships, would Player B get to score the 20 SPs for the Hidekis?

FAQ wrote:

RESOURCES

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


~Bart


Fighters are ships in every respect. They are also a Resource, which prevents you from taking 2 fighters or any additional Resources. But otherwise they're treated as ships. STAW:Attack Squadron STAW:Hideki Class Attack Fighters
Ender02 15246330

Barthonis wrote:

I have a question in regards to the Hideki Class Attack Squadron resource.

We had a situation tonight where "Player A" had a 2 ship build (totaling 80 SPs) and also took the Hideki Class Attack Squadron resource (20 SPs).
PLAYER A's LIST
ship 1 - 40 SPs
ship 2 - 40 SPs
Resource: Hideki Squadron - 20 SPs
TOTAL LIST: 100 SPs

During his match with "Player B", Player A lost both of his ships but the Hideki Squadron survived as time was called for the match.

Would Player B get to score 80 points or the full 100 points for that match?

The reason I ask is that normally you get to include points your opponent spent on resources only if you destroy all of your opponents ships. But the Hideki are a resource that acts like a ship. Since this is the first resource we have had that uses a board miniature, I would love to hear what Andrew says for a ruling.

On a related note, if the Hideki are scored like a ship and not a resource, would this also mean that in the above example if Player B had done the reverse and ONLY destroyed the Hidekis and not the other 80 SPs worth of ships, would Player B get to score the 20 SPs for the Hidekis?

FAQ wrote:

RESOURCES

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


~Bart


The Attack Squadrons are slightly different than other resources in that they count as a ship and can be destroyed. You would only score the points for them if they were destroyed. In the very least, the opponent did not destroy his entire fleet, the fighters were part of the fleet and they were remaining.

The more complicated answer though is that oyu would have to destroy the fighters in order to score the points for them just as with any other ship.
hockeyjedi 15246652

Ender02 wrote:

Barthonis wrote:

I have a question in regards to the Hideki Class Attack Squadron resource.

We had a situation tonight where "Player A" had a 2 ship build (totaling 80 SPs) and also took the Hideki Class Attack Squadron resource (20 SPs).
PLAYER A's LIST
ship 1 - 40 SPs
ship 2 - 40 SPs
Resource: Hideki Squadron - 20 SPs
TOTAL LIST: 100 SPs

During his match with "Player B", Player A lost both of his ships but the Hideki Squadron survived as time was called for the match.

Would Player B get to score 80 points or the full 100 points for that match?

The reason I ask is that normally you get to include points your opponent spent on resources only if you destroy all of your opponents ships. But the Hideki are a resource that acts like a ship. Since this is the first resource we have had that uses a board miniature, I would love to hear what Andrew says for a ruling.

On a related note, if the Hideki are scored like a ship and not a resource, would this also mean that in the above example if Player B had done the reverse and ONLY destroyed the Hidekis and not the other 80 SPs worth of ships, would Player B get to score the 20 SPs for the Hidekis?

FAQ wrote:

RESOURCES

2. How are Resources scored during tournaments?

If the winner of an Engagement completely eliminates his opponent's fleet, then he receives Fleet Points for his opponent's Resource. If the winner does not eliminate the opponent's entire fleet, he does not receive Fleet Points for his opponent's Resource.


~Bart


The Attack Squadrons are slightly different than other resources in that they count as a ship and can be destroyed. You would only score the points for them if they were destroyed. In the very least, the opponent did not destroy his entire fleet, the fighters were part of the fleet and they were remaining.

The more complicated answer though is that oyu would have to destroy the fighters in order to score the points for them just as with any other ship.


Resources that are directly linked to a ship, such as Flagship, or ARE ships, in the case of fighter squadrons are scored when they are destroyed. If Excelsior is your flagship, and your opponent kills it, but doesn't take out anything else in your fleet, he gets the points for Excelsior and her upgrades as well as the Flagship resource.

The resources that are NOT scored unless the owner's fleet is completely wiped are things that have no physical presence in the battlefield, such as the Extra Attack Die, Command Tokens, and Reinforcement Sideboard. There is no way to actually attack and/or damage those things in the course of gameplay, therefore, they are scored only when the fleet using them is wiped out.
BradyLS 15254850
How is Uhura's ability implemented?

"Text: Discard Uhura immediately before you move in order to change your Maneuver for this round."

Proposed Text: "Before you move, you may discard Uhura to change your Maneuver for this round."

So far, when Uhura's ship is activated, I've been eyeballing where my ship will end up, committing to the decision to use Uhura, and hoping for the best with the new maneuver I select before putting down any movement templates. I play it as if I might be planning a new maneuver when Uhura's ship is activated to move. Otherwise, if I put down the template, I figure I'm committing to the original maneuver and deciding not to use Uhura.

OR... is Uhura's ability treated kinda like performing a Sensor Echo? That is, I can see where my ship will wind up with the original maneuver and then decide to use Uhura instead if I don't like it. And would selecting the new maneuver be treated the same way?

Also, can Uhura's ability mitigate the effects of the Muon Feedback Wave by changing the maneuver of her ship to one of a lower value if it has the Muon Feedback Token on it before damage is applied?
Magentawolf 15257037

BradyLS wrote:

How is Uhura's ability implemented?

"Text: Discard Uhura immediately before you move in order to change your Maneuver for this round."

Proposed Text: "Before you move, you may discard Uhura to change your Maneuver for this round."

So far, when Uhura's ship is activated, I've been eyeballing where my ship will end up, committing to the decision to use Uhura, and hoping for the best with the new maneuver I select before putting down any movement templates. I play it as if I might be planning a new maneuver when Uhura's ship is activated to move. Otherwise, if I put down the template, I figure I'm committing to the original maneuver and deciding not to use Uhura.


You've been playing it correctly; once you place down a movement template (for anything other than Sensor Echo), then you're committed to moving.
salcor 15257594
I have been looking through this FAQ but I can't find an answer. Cloaked mines states "takes damage if passing with range 1 of the token.". In a game yesterday a ship started in range 1 and was departing that distance as its move. Would it have taken damage? This has probably been said before but that is a extremely powerful card for 3 points.

Salcor
Skyguard 15257921

salcor wrote:

I have been looking through this FAQ but I can't find an answer. Cloaked mines states "takes damage if passing with range 1 of the token.". In a game yesterday a ship started in range 1 and was departing that distance as its move. Would it have taken damage? This has probably been said before but that is a extremely powerful card for 3 points.
Salcor

See post 1 of the FAQ #12 under weapons
It's treated like moving off the minefield token in the rulebook (page 23) if you start in range 1 and move out of range 1 of the field you do not take damage that turn.

They are a powerful card, can really beat up on cloaked ships, and a great in some OPs. I just don't think they are as scare as some people think. You can deal with them in a bunch of ways and I think some times people are more scared of them then they should be.

Just as a note, it does seem like we are getting a lot of already answered in the Andrew's 1st post in this FAQ or in the Card Wiki questions asked again in the FAQ lately. I know how easy it is to miss things in our 135+ FAQ thread but if you can check the 1st FAQ post here and the wiki at STAW: it will help try to keep the repeats down.

Please don't think this is anything on you Salcor just something I've noted lately. Welcome to Attack Wing.
Andrew Parks 15259870

Mordaenor wrote:

jonnyd76 wrote:

I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.


Not quite, because spending a Battlestation isn't triggering a second Upgrade. Boheeka is the only Upgrade being triggered, the BS token ability to convert dice is its own inherent ability, so both can apply. Boheeka triggers, then the token gets spent to convert.

In this case we have two separate Upgrades, 1) The Torpedoes can fire off the Target Lock and 2) The Tactical Officer can use his re-roll ability.

By a strict reading of the rules that no two Upgrades can trigger off one the same token, this would seem to be not legal.


Correct. With the Gor Portas, you can spend the Target Lock to re-roll the dice but cannot follow up with Tactical Officer.
Mordaenor 15260034

Andrew Parks wrote:

Mordaenor wrote:

jonnyd76 wrote:

I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.


Not quite, because spending a Battlestation isn't triggering a second Upgrade. Boheeka is the only Upgrade being triggered, the BS token ability to convert dice is its own inherent ability, so both can apply. Boheeka triggers, then the token gets spent to convert.

In this case we have two separate Upgrades, 1) The Torpedoes can fire off the Target Lock and 2) The Tactical Officer can use his re-roll ability.

By a strict reading of the rules that no two Upgrades can trigger off one the same token, this would seem to be not legal.


Correct. With the Gor Portas, you can spend the Target Lock to re-roll the dice but cannot follow up with Tactical Officer.


Fantastic. Also as a follow up: I assume the Gal'Gathong would not be so restricted. The Gal'Gathong's ability overrides the need for a Target Lock so I would presume that the card is not assumed to be triggering off said T/L (assuming there was a T/L present)

When intitiating an attack while cloaked, you may fire Plasma Torpedoes without needing a Target Lock
Andrew Parks 15260160

Mordaenor wrote:

Andrew Parks wrote:

Mordaenor wrote:

jonnyd76 wrote:

I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.


Not quite, because spending a Battlestation isn't triggering a second Upgrade. Boheeka is the only Upgrade being triggered, the BS token ability to convert dice is its own inherent ability, so both can apply. Boheeka triggers, then the token gets spent to convert.

In this case we have two separate Upgrades, 1) The Torpedoes can fire off the Target Lock and 2) The Tactical Officer can use his re-roll ability.

By a strict reading of the rules that no two Upgrades can trigger off one the same token, this would seem to be not legal.


Correct. With the Gor Portas, you can spend the Target Lock to re-roll the dice but cannot follow up with Tactical Officer.


Fantastic. Also as a follow up: I assume the Gal'Gathong would not be so restricted. The Gal'Gathong's ability overrides the need for a Target Lock so I would presume that the card is not assumed to be triggering off said T/L (assuming there was a T/L present)

When intitiating an attack while cloaked, you may fire Plasma Torpedoes without needing a Target Lock


Correct. In this instance, the Plasma Torpedoes are not even looking at the TL Token.

However, keep in mind that if you re-roll the blank dice using the Plasma Torpedo text, this does not qualify as allowing an additional re-roll via the Tactical Officer.
beforemath 15260512

Andrew Parks wrote:

Mordaenor wrote:

jonnyd76 wrote:

I would say this would be similar to how Boheeka can activate, then you can spend the token (Battlestations, in Boheeka's case) to modify the dice after the fact. Triggering an ability, and then spending the token are different things. And in this case, the Gor Portas says you only need to have the token there to fire torpedoes. If you spent the target lock after firing to reroll the dice once, there's nothing stopping you from using Tactical officer to reroll them again.


Not quite, because spending a Battlestation isn't triggering a second Upgrade. Boheeka is the only Upgrade being triggered, the BS token ability to convert dice is its own inherent ability, so both can apply. Boheeka triggers, then the token gets spent to convert.

In this case we have two separate Upgrades, 1) The Torpedoes can fire off the Target Lock and 2) The Tactical Officer can use his re-roll ability.

By a strict reading of the rules that no two Upgrades can trigger off one the same token, this would seem to be not legal.


Correct. With the Gor Portas, you can spend the Target Lock to re-roll the dice but cannot follow up with Tactical Officer.


To clarify (since I've seen some conflicting information around here), are the following true?

1. Two cards cannot activate off of the same token -- it doesn't matter whether the cards activate off of having the token or spending the token (that is to say, you can not use a card to spend a token that you have used to activate a different card)?

2. It doesn't matter whether cards are upgrades, ships, or captains, two cards cannot activate off of the same token?


I've especially seen people contradict 2.
Skyguard 15260590

beforemath wrote:


To clarify (since I've seen some conflicting information around here), are the following true?

1. Two cards cannot activate off of the same token -- it doesn't matter whether the cards activate off of having the token or spending the token (that is to say, you can not use a card to spend a token that you have used to activate a different card)?


For two upgrade cards correct. This came up with Spock/breen aide and the long range tachyon scan card.

beforemath wrote:


2. It doesn't matter whether cards are upgrades, ships, or captains, two cards cannot activate off of the same token?


Captains and ships are not upgrades so if you have Khan and Boheeka both can work off the same battlestations token.
beforemath 15260622

Skyguard wrote:

beforemath wrote:


To clarify (since I've seen some conflicting information around here), are the following true?

1. Two cards cannot activate off of the same token -- it doesn't matter whether the cards activate off of having the token or spending the token (that is to say, you can not use a card to spend a token that you have used to activate a different card)?


For two upgrade cards correct. This came up with Spock/breen aide and the long range tachyon scan card.

beforemath wrote:


2. It doesn't matter whether cards are upgrades, ships, or captains, two cards cannot activate off of the same token?


Captains and ships are not upgrades so if you have Khan and Boheeka both can work off the same battlestations token.


Consequently, the Gor Portas and Romulan Tactical Officer should be able to activate off of the same Target Lock token?


edit:

I see! It's the torpedo that's "activating" off of the target lock, not the ship. I understand now.
Skyguard 15260684

beforemath wrote:


Consequently, the Gor Portas and Romulan Tactical Officer should be able to activate off of the same Target Lock token?


No, think about it. You're not trigger Gor Portas and the Romulan Tactical Officer off the target lock, it's the Torpedoes and the Tactical Officer. The Gor Portas text just keeps you from removing the target lock.

Both the Torpedoes and the Tactical Officer are upgrade cards and therefor can't both trigger on the same token.
mugato 15261114

When a captain is disabled, they can't use their talent. It has been said that your ship now has a generic 1 skill captain.

Can you still use a talent that came from a slot on a Flagship card if your captain is disabled? If so, what if your captain and flagship provide a slot and your captain is disabled? Would you have to identify pre-game which talent is put in each slot?
Mordaenor 15261516

mugato wrote:


When a captain is disabled, they can't use their talent. It has been said that your ship now has a generic 1 skill captain.

Can you still use a talent that came from a slot on a Flagship card if your captain is disabled? If so, what if your captain and flagship provide a slot and your captain is disabled? Would you have to identify pre-game which talent is put in each slot?


Talents are tied to Captains, even if the slot was granted by the flagship. From the Wiki:

•Flagships that provide a Talent slot cannot use their talents if their captain is disabled. Similarly, any Talent related effects like “STAW:James T Kirk” also apply additional talents granted by the Flagship.
http://boardgamegeek.com/article/14269463#14269463
http://boardgamegeek.com/article/14111740#14111740

docvulcan 15262752
Kahn vs defiant question:
".... During an attack, if you spend a [BATTLESTATIONS] Token, each of your [BATTLESTATIONS] results become a [CRITICAL] instead of a [DAMAGE]."

I know that defender modify dice occurs before attacker modify dice, however since this is a trigger off the token, I don't know if it is really a "modification to dice" or not.

So, does the defiant take the crits from Kahn or does the defiant special ability negate these crits.
Mordaenor 15263047

docvulcan wrote:

Kahn vs defiant question:
".... During an attack, if you spend a [BATTLESTATIONS] Token, each of your [BATTLESTATIONS] results become a [CRITICAL] instead of a [DAMAGE]."

I know that defender modify dice occurs before attacker modify dice, however since this is a trigger off the token, I don't know if it is really a "modification to dice" or not.

So, does the defiant take the crits from Kahn or does the defiant special ability negate these crits.


Khan wins.

Defiant converts during Defender's "Modify" step

Khan comes in behind on Attacker's "Modify" step to spend the BS token.
davedujour 15263211

Mordaenor wrote:

docvulcan wrote:

Kahn vs defiant question:
".... During an attack, if you spend a [BATTLESTATIONS] Token, each of your [BATTLESTATIONS] results become a [CRITICAL] instead of a [DAMAGE]."

I know that defender modify dice occurs before attacker modify dice, however since this is a trigger off the token, I don't know if it is really a "modification to dice" or not.

So, does the defiant take the crits from Kahn or does the defiant special ability negate these crits.


Khan wins.

Defiant converts during Defender's "Modify" step

Khan comes in behind on Attacker's "Modify" step to spend the BS token.


Agreed. Khan still modifies the dice. Okay, technically spending the battlestations token is what modifies the dice. Khan just changes how spending the BS token works.
docvulcan 15263288

davedujour wrote:

Mordaenor wrote:

docvulcan wrote:

Kahn vs defiant question:
".... During an attack, if you spend a [BATTLESTATIONS] Token, each of your [BATTLESTATIONS] results become a [CRITICAL] instead of a [DAMAGE]."

I know that defender modify dice occurs before attacker modify dice, however since this is a trigger off the token, I don't know if it is really a "modification to dice" or not.

So, does the defiant take the crits from Kahn or does the defiant special ability negate these crits.


Khan wins.

Defiant converts during Defender's "Modify" step

Khan comes in behind on Attacker's "Modify" step to spend the BS token.


Agreed. Khan still modifies the dice. Okay, technically spending the battlestations token is what modifies the dice. Khan just changes how spending the BS token works.


That is what I thought at first, then I started over thinking it, thank you both for clarifying! =)
Sirdrasco 15268082
New to the game but have a question about cloaking.

A friend wanted to know if he keeps one shield disabled (Kinda like standby) at all times so it does not get taken out, can he then keep cloaking even if all other shields are gone?
Skyguard 15268192

Sirdrasco wrote:

New to the game but have a question about cloaking.

A friend wanted to know if he keeps one shield disabled (Kinda like standby) at all times so it does not get taken out, can he then keep cloaking even if all other shields are gone?


Kind of, if he first disables the one shield with an ability that disables 1 shield and then doesn't cloak again.

The rules from the End Phase state "Each player may flip all of his disabled shield token (red) back to their Active sides (blue)"

The key here is that it's "may flip all" so if you decided to un-disable shields you have to do all that you can.
rtsuk 15268278

Sirdrasco wrote:

New to the game but have a question about cloaking.

A friend wanted to know if he keeps one shield disabled (Kinda like standby) at all times so it does not get taken out, can he then keep cloaking even if all other shields are gone?


Unfortunately, not, since the rules for cloaking on page 10 state that you must have at least one active shield in order to cloak. If all a ship has is one deactivated shield that ship can't cloak.
Whizzwang 15269603
Can I get a clarification on the judge sheet for month 6. It says [q=judge score sheet]for months 1-5 you score the following battle points

Should this actually include month 6?

Kind of obvious but just checking.
hockeyjedi 15271550

Whizzwang wrote:

Can I get a clarification on the judge sheet for month 6. It says [q=judge score sheet]for months 1-5 you score the following battle points

Should this actually include month 6?

Kind of obvious but just checking.


Yes
alepperd 15271706
This came up at an event I was running tonight, and I couldn't find a specific ruling for this interaction. What happens when anti-matter mines are dropped on multiple enemy ships ships, and Varel is triggered and discarded by one of the ships?

I figure one of the following scenarios occurs, based on the card wording and order of operations:
(1) The anti-matter mines are discarded along with Varel and no mine token is placed.
(2) The anti-matter mines are discarded and the mine token is placed. No attack dice are rolled against Varel's ship as a consequence of the placement, however other ships are attacked normally.

To my mind it came down to whether Varel's ship coming under attack is a consequence of the mine being placed under it or whether it is declared as a target when the attack is initiated, and whether she cancels the discrete "attack" made against her ship during the roll or the entire "attack" step initiated by discarding the mines. Splitting hairs, but that's what these corner cases come down to. I ruled (2) after parsing the cards to the best of my ability, since it seems to me that nothing is attacked until the mine is placed, and actually picking a mine token back up off the table is outside the scope of what Varel does, but still see a case for either.

Relevant card text:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.

Varel: Discard this card to cancel a single attack against her ship before any dice are rolled. The cancelled attack cannot be directed againsts a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.
Ender02 15271931

alepperd wrote:

This came up at an event I was running tonight, and I couldn't find a specific ruling for this interaction. What happens when anti-matter mines are dropped on multiple enemy ships ships, and Varel is triggered and discarded by one of the ships?

I figure one of the following scenarios occurs, based on the card wording and order of operations:
(1) The anti-matter mines are discarded along with Varel and no mine token is placed.
(2) The anti-matter mines are discarded and the mine token is placed. No attack dice are rolled against Varel's ship as a consequence of the placement, however other ships are attacked normally.

To my mind it came down to whether Varel's ship coming under attack is a consequence of the mine being placed under it or whether it is declared as a target when the attack is initiated, and whether she cancels the discrete "attack" made against her ship during the roll or the entire "attack" step initiated by discarding the mines. Splitting hairs, but that's what these corner cases come down to. I ruled (2) after parsing the cards to the best of my ability, but still see a case for either.

Relevant card text:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.[/quote]

Varel: Discard this card to cancel a single attack against her ship before any dice are rolled. The cancelled attack cannot be directed againsts a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.[/quote]


I would say #2. Varel would only protect the ship that she is on. The mines would still be placed and affect other ships as normal, and even Varel's ship on following turns if it stayed within range or flew back into the mine field.
koku_ryu 15274001

alepperd wrote:

This came up at an event I was running tonight, and I couldn't find a specific ruling for this interaction. What happens when anti-matter mines are dropped on multiple enemy ships ships, and Varel is triggered and discarded by one of the ships?

I figure one of the following scenarios occurs, based on the card wording and order of operations:
(1) The anti-matter mines are discarded along with Varel and no mine token is placed.
(2) The anti-matter mines are discarded and the mine token is placed. No attack dice are rolled against Varel's ship as a consequence of the placement, however other ships are attacked normally.

To my mind it came down to whether Varel's ship coming under attack is a consequence of the mine being placed under it or whether it is declared as a target when the attack is initiated, and whether she cancels the discrete "attack" made against her ship during the roll or the entire "attack" step initiated by discarding the mines. Splitting hairs, but that's what these corner cases come down to. I ruled (2) after parsing the cards to the best of my ability, since it seems to me that nothing is attacked until the mine is placed, and actually picking a mine token back up off the table is outside the scope of what Varel does, but still see a case for either.

Relevant card text:

Antimatter mines: Attack: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [DAMAGE] or [CRITICAL] damages the ship as normal. The affected ship does not roll any defense dice.

Varel: Discard this card to cancel a single attack against her ship before any dice are rolled. The cancelled attack cannot be directed againsts a different ship. This Upgrade costs +5 Squadron Points for any ship that is not a Romulan Science Vessel.


#2. check out the rulings in the wiki STAW:Antimatter Mines
Mordaenor 15278575
Timing Issue on Alexander.

His card reads.

...During the Activation Phase, you may place 1 {BS} token from his card and place it next to your ship


Not "After you move" Not "During YOUR Activation Phase"

It reads "During THE Activation Phase."

Which would seem to suggest, whether intentionally or not, that as long as we have not moved onto to Combat Phase, we can do this.

Including Martok using this before Clark Terrel moves.

Including Kurn waiting until after James Kirk has moved and acted to use this.

Anytime "During the Activation Phase."
Novacat 15279577

Mordaenor wrote:

Timing Issue on Alexander.

His card reads.

...During the Activation Phase, you may place 1 {BS} token from his card and place it next to your ship


Not "After you move" Not "During YOUR Activation Phase"

It reads "During THE Activation Phase."

Which would seem to suggest, whether intentionally or not, that as long as we have not moved onto to Combat Phase, we can do this.

Including Martok using this before Clark Terrel moves.

Including Kurn waiting until after James Kirk has moved and acted to use this.

Anytime "During the Activation Phase."

Correct. You can place the token by your ship any time before the end of the activation phase, including before or after every ship has activated.
snaggit 15281087
I have 2 ships and the fighters resource. Can I buy strike force admirals order and still be able to apply it's effect? Or do the fighters make it a 3ship build even if the fighters are a resource?
Novacat 15281107

snaggit wrote:

I have 2 ships and the fighters resource. Can I buy strike force admirals order and still be able to apply it's effect? Or do the fighters make it a 3ship build even if the fighters are a resource?
The fighters are a ship. If you run them and two other ships, you are using three ships, and therefore do not qualify for Strike Force.
davedujour 15281387

snaggit wrote:

I have 2 ships and the fighters resource. Can I buy strike force admirals order and still be able to apply it's effect? Or do the fighters make it a 3ship build even if the fighters are a resource?


Check the STAW: wiki. It's linked on the main Attack Wing page, right below the FAQ thread link.
Mordaenor 15281845
The free action granted by a Flagship. Would this count as an Action bar action as defined by the Enterprise? In other words, would a Federation Flagship Enterprise still be able to BS for free with an Aux token?
Skyguard 15282218

Andrew Parks wrote:

Skyguard wrote:

If I put a flagship on the normal U.S.S. Enterprise, would it's ship ability allow it to also get the free action from flagship's bonus while having a Auxiliary Power token? Both are action bar actions, but the Enterprise wording does say an action implying 1 action.


U.S.S. Enterprise
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."

Flagship
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.


Yes.
BruinGirl 15288267

Does anyone know of new Admiral Orders coming out before the Borg War tournaments? I sure hope so... cause I miss those 10 points from United Force!




Skyguard wrote:

Andrew Parks wrote:

Skyguard wrote:

If I put a flagship on the normal U.S.S. Enterprise, would it's ship ability allow it to also get the free action from flagship's bonus while having a Auxiliary Power token? Both are action bar actions, but the Enterprise wording does say an action implying 1 action.


U.S.S. Enterprise
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."

Flagship
4) If a ship card does not have the bonus action in its action bar, that ship is now considered to have that action in its action bar. If a ship card already has the bonus action in its action bar, that ship may use this action as a free action every round.


Yes.
Mordaenor 15288331

BruinGirl wrote:


Does anyone know of new Admiral Orders coming out before the Borg War tournaments? I sure hope so... cause I miss those 10 points from United Force!


Nothing announced, and I wouldn't count on there being any. And if they do, I would expect them to be very very different from those that were previously released.
mugato 15297451
Can you use Conditional Surrender twice (assuming you have shroud to save 1 crew) in the same turn against two different attacks?



Conditional surrender
When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud
If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.
davedujour 15297971

mugato wrote:

Can you use Conditional Surrender twice (assuming you have shroud to save 1 crew) in the same turn against two different attacks?



Conditional surrender
When your ship is attacked, before any dice are rolled, discard all of your (Crew) Upgrades to cancel the attack. You must have at least 1 (Crew) Upgrade on your ship in order to use this ability.

Shroud
If one of your Dominion [crew] Upgrades is supposed to be discarded, discard this card instead.


Yes. There's no stipulation on Conditional Surrender that would prevent it from being used twice in a single turn, assuming there are still Crew to discard the second time (such as by using Shroud).
gnrlwoundwort 15301046
Kira Nerys states, "Action: All other friendly ships within range 1-2 of your ship may immediately perform target lock action as a free action, if possible."

While I expect that you can't lock onto a cloaked ship, can a ship without a target lock on its action bar benefit from this or does that make it "not possible"?

Thanks
Mordaenor 15301173

gnrlwoundwort wrote:

Kira Nerys states, "Action: All other friendly ships within range 1-2 of your ship may immediately perform target lock action as a free action, if possible."

While I expect that you can't lock onto a cloaked ship, can a ship without a target lock on its action bar benefit from this or does that make it "not possible"?

Thanks


I would think it functions like Picard or Dukat, granting the action even if its not on the Action Bar.
If possible simply meaning "you need a valid target."
Novacat 15301184

gnrlwoundwort wrote:

Kira Nerys states, "Action: All other friendly ships within range 1-2 of your ship may immediately perform target lock action as a free action, if possible."

While I expect that you can't lock onto a cloaked ship, can a ship without a target lock on its action bar benefit from this or does that make it "not possible"?

Thanks

The "if possible" clause simply means that they need to have a legal target to target lock. If there are no uncloaked ships within range 1-3, you can't perform a Target Lock action. Having Target Lock on your action bar is not required.
Chance Gardener 15309074

Novacat wrote:

gnrlwoundwort wrote:

Kira Nerys states, "Action: All other friendly ships within range 1-2 of your ship may immediately perform target lock action as a free action, if possible."

While I expect that you can't lock onto a cloaked ship, can a ship without a target lock on its action bar benefit from this or does that make it "not possible"?

Thanks

The "if possible" clause simply means that they need to have a legal target to target lock. If there are no uncloaked ships within range 1-3, you can't perform a Target Lock action. Having Target Lock on your action bar is not required.


So Nerys can let a ship without a target lock on its action bar target lock a ship if that ship can be targeted?

I would have thought the "if possible" meant if your ship can do target locks, not if possible that the target ship could be locked.
Mordaenor 15309226

Chance Gardener wrote:

Novacat wrote:

gnrlwoundwort wrote:

Kira Nerys states, "Action: All other friendly ships within range 1-2 of your ship may immediately perform target lock action as a free action, if possible."

While I expect that you can't lock onto a cloaked ship, can a ship without a target lock on its action bar benefit from this or does that make it "not possible"?

Thanks

The "if possible" clause simply means that they need to have a legal target to target lock. If there are no uncloaked ships within range 1-3, you can't perform a Target Lock action. Having Target Lock on your action bar is not required.


So Nerys can let a ship without a target lock on its action bar target lock a ship if that ship can be targeted?

I would have thought the "if possible" meant if your ship can do target locks, not if possible that the target ship could be locked.


Kira works like Picard or Dukat

IF possible means the ship that she is granting the action to must have a valid Target to Lock on to.

If Kira uses her action on the RIS Vo, it doesn't matter that the Vo doesn't have TL on it action bar.
But if there are no ships with Range 1 - 3 of the Vo, or the only ship in range is a cloaked B'Rel class, then it is not possible for the Vo to TL.
paulsk 15309376

Chance Gardener wrote:



I would have thought the "if possible" meant if your ship can do target locks, not if possible that the target ship could be locked.


"If possible" probably means, most importantly, the ship is capable of performing actions at the time. So no auxiliary power or ship overlap.
Mordaenor 15309497

paulsk wrote:

Chance Gardener wrote:



I would have thought the "if possible" meant if your ship can do target locks, not if possible that the target ship could be locked.


"If possible" probably means, most importantly, the ship is capable of performing actions at the time. So no auxiliary power or ship overlap.


That too.
ThatDude 15318259
Here are the cards in question ...

I.K.S. Ch'Tang
If you initiate and attack while Cloaked, you may choose any number of your attack dice and re-roll them once.

Ikat'Ika
When defending, you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

Here is the scenario ...

I roll up on a Jem'Hadar Attack Ship and roll 4 attack dice. all of them are blank. I then activate my ships text which allows a re-roll while I am cloaked (which I am cloaked). I then get 3 hits and a Battlestations. I then spend my Battlestations Token to change it to a hit. So 4 hits. My opponent chooses to discard Ikat'Ika to make me re-roll all of my dice.

Actual Question ...

Can my opponent do this? The rulebook states that dice can only be re-rolled once unless a card specifically states that they can. Is this re-roll rule on the dice or on the player? I see both sides. On one side the rule is on the dice, meaning I can not make the Ch'Tang re-roll. BUT on the other side, I only did one re-roll. My opponent has NOT made me re-roll, so they can make me re-roll.

Bottom Line ...

Is this re-roll rule on the dice or the player?
ejlittle 15318307

ThatDude wrote:

Here are the cards in question ...

I.K.S. Ch'Tang
If you initiate and attack while Cloaked, you may choose any number of your attack dice and re-roll them once.

Ikat'Ika
When defending, you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

Here is the scenario ...

I roll up on a Jem'Hadar Attack Ship and roll 4 attack dice. all of them are blank. I then activate my ships text which allows a re-roll while I am cloaked (which I am cloaked). I then get 3 hits and a Battlestations. I then spend my Battlestations Token to change it to a hit. So 4 hits. My opponent chooses to discard Ikat'Ika to make me re-roll all of my dice.

Actual Question ...

Can my opponent do this? The rulebook states that dice can only be re-rolled once unless a card specifically states that they can. Is this re-roll rule on the dice or on the player? I see both sides. On one side the rule is on the dice, meaning I can not make the Ch'Tang re-roll. BUT on the other side, I only did one re-roll. My opponent has NOT made me re-roll, so they can make me re-roll.

Bottom Line ...

Is this re-roll rule on the dice or the player?


My understanding from following this thread is that re-roll rules are not per player. Once they've been re-rolled, they can't be re-rolled again unless you have a card that says otherwise (e.g. Romulan Tactical Officer).

Edit: Not sure how to make those fancy links to the Wiki, but the ruling for a similar card Worf: If you cannot re-roll all of your dice due to an effect like “STAW:Koloth” already having re-rolled some, you may still activate Worf's effect and re-roll all the dice that are still re-rollable. http://boardgamegeek.com/article/13760753#13760753
Skyguard 15318340

ThatDude wrote:


Here is the scenario ...

I roll up on a Jem'Hadar Attack Ship and roll 4 attack dice. all of them are blank. I then activate my ships text which allows a re-roll while I am cloaked (which I am cloaked). I then get 3 hits and a Battlestations. I then spend my Battlestations Token to change it to a hit. So 4 hits. My opponent chooses to discard Ikat'Ika to make me re-roll all of my dice.

Actual Question ...

Can my opponent do this? The rulebook states that dice can only be re-rolled once unless a card specifically states that they can. Is this re-roll rule on the dice or on the player? I see both sides. On one side the rule is on the dice, meaning I can not make the Ch'Tang re-roll. BUT on the other side, I only did one re-roll. My opponent has NOT made me re-roll, so they can make me re-roll.

Bottom Line ...

Is this re-roll rule on the dice or the player?


First issue here is that you're playing the dice modifies order incorrectly (see modify attack dice p.13)

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

So for your question if after your attack roll your opponent discard Ikat'Ika you would not be able to use the Ch'Tang's re-roll as the dice have already been re-rolled once.

You would be able to then in the "Attacker Modifies dice" step to spend a battlestations token if you had one.

Update: Sorry I missed that the first roll was all blanks, while my answer to your question is correct if Ikat'Ika was played in the defender mod stage.

In your example there wouldn't really be a reason to play Ikat'Ika so once the Defender passes he/she would not be able to then play Ikat'Ika after you used a re-roll in the attacker modifies dice step.
ThatDude 15318394
Is a re-roll die a modification of the dice?
marble911 15318449

ThatDude wrote:

Is a re-roll die a modification of the dice?


Yes, the rulebook lists "re-roll certain dice" as one way of modifying dice results. (p. 14)
davedujour 15318474

ThatDude wrote:

Here are the cards in question ...

I.K.S. Ch'Tang
If you initiate and attack while Cloaked, you may choose any number of your attack dice and re-roll them once.

Ikat'Ika
When defending, you may discard this card to force one ship that attacks you this round to re-roll any number of their attack dice of your choice (once per die).

Here is the scenario ...

I roll up on a Jem'Hadar Attack Ship and roll 4 attack dice. all of them are blank. I then activate my ships text which allows a re-roll while I am cloaked (which I am cloaked). I then get 3 hits and a Battlestations. I then spend my Battlestations Token to change it to a hit. So 4 hits. My opponent chooses to discard Ikat'Ika to make me re-roll all of my dice.

Actual Question ...

Can my opponent do this? The rulebook states that dice can only be re-rolled once unless a card specifically states that they can. Is this re-roll rule on the dice or on the player? I see both sides. On one side the rule is on the dice, meaning I can not make the Ch'Tang re-roll. BUT on the other side, I only did one re-roll. My opponent has NOT made me re-roll, so they can make me re-roll.

Bottom Line ...

Is this re-roll rule on the dice or the player?


This has been asked before. Check STAW:Ikat`Ika
Defender modifies dice first, so Ikat`Ika could mean that the attacker doesn't get to reroll any dice at all.

ejlittle wrote:


Edit: Not sure how to make those fancy links to the Wiki


Wiki links: double brackets w/o a space in between: [ [STAW:Worf] ]
Mordaenor 15318510

Skyguard wrote:

ThatDude wrote:


Here is the scenario ...

I roll up on a Jem'Hadar Attack Ship and roll 4 attack dice. all of them are blank. I then activate my ships text which allows a re-roll while I am cloaked (which I am cloaked). I then get 3 hits and a Battlestations. I then spend my Battlestations Token to change it to a hit. So 4 hits. My opponent chooses to discard Ikat'Ika to make me re-roll all of my dice.

Actual Question ...

Can my opponent do this? The rulebook states that dice can only be re-rolled once unless a card specifically states that they can. Is this re-roll rule on the dice or on the player? I see both sides. On one side the rule is on the dice, meaning I can not make the Ch'Tang re-roll. BUT on the other side, I only did one re-roll. My opponent has NOT made me re-roll, so they can make me re-roll.

Bottom Line ...

Is this re-roll rule on the dice or the player?


First issue here is that you're playing the dice modifies order incorrectly (see modify attack dice p.13)

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

So for your question if after your attack roll your opponent discard Ikat'Ika you would not be able to use the Ch'Tang's re-roll as the dice have already been re-rolled once.

You would be able to then in the "Attacker Modifies dice" step to spend a battlestations token if you had one.


Actually, the order is technically correct because, if the initial roll was all blanks, then the defending player would not have reason to use Ikat'Ika.

So your opponenent is wrong on two fronts:
a) once a die is re-rolled it cannot be re-rolled again, unless a specific effect says otherwise (like the Romulan Tactical Officer)
b) once the defender's modify step is passed, he can't go back to it.
ThatDude 15318632
thanks for the replies ... I did get a result when searching the wiki on the Ikat'Ika card ...
ThatDude 15321864
Followup on re-rolling ...

I understand the order of things when it comes to the following:

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

I just have some more to say about it ...

mod·i·fyˈmädəˌfī
verb
1.
make partial or minor changes to (something), typically so as to improve it or to make it less extreme.

I get that re-rolling dice is a modification. I also get that changing a Battlestations to a Hit is also a Modification. Why is the addition or subtracting of dice NOT a modification? By definition, a +1 is a modification to "improve" the roll. AND if a +1 IS a modification ... then this is done at the modification stage [Attacker Modifies Dice].

So I attack you with a Primary Attack of 4 dice. I roll them. You make me re-roll them. They can't be re-rolled again. But now I do my dice mods. I add +1 die, roll it and now I can activate Battlestations.

I do not present this point of view to nitpick or to create drama. I am just trying to understand the rules behind a certain set of actions and results. Y"You can only re-roll a die once." thats a blanket rule. I assume it was to close loopholes before they began, but it just creates a little ambiguity on other fronts ...

Mordaenor 15322028

ThatDude wrote:

Followup on re-rolling ...

I understand the order of things when it comes to the following:

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

I just have some more to say about it ...

mod·i·fyˈmädəˌfī
verb
1.
make partial or minor changes to (something), typically so as to improve it or to make it less extreme.

I get that re-rolling dice is a modification. I also get that changing a Battlestations to a Hit is also a Modification. Why is the addition or subtracting of dice NOT a modification? By definition, a +1 is a modification to "improve" the roll. AND if a +1 IS a modification ... then this is done at the modification stage [Attacker Modifies Dice].

So I attack you with a Primary Attack of 4 dice. I roll them. You make me re-roll them. They can't be re-rolled again. But now I do my dice mods. I add +1 die, roll it and now I can activate Battlestations.

I do not present this point of view to nitpick or to create drama. I am just trying to understand the rules behind a certain set of actions and results. Y"You can only re-roll a die once." thats a blanket rule. I assume it was to close loopholes before they began, but it just creates a little ambiguity on other fronts ...


Because Adding or Subtracting dice occurs before you roll. If something granted a +1 or -1 die after you rolled, it would occur on the modify step, but there is no such card (yet)

Edit: I'm not even sure what a -1 to dice after rolling would look like. I believe that's called "convert to blank"
A +1 after rolling is concievable. "If you roll X you may discard Y to roll Z extra dice." But as I said, no card like that exists yet.
Ender02 15325407

Mordaenor wrote:

ThatDude wrote:

Followup on re-rolling ...

I understand the order of things when it comes to the following:

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

I just have some more to say about it ...

mod·i·fyˈmädəˌfī
verb
1.
make partial or minor changes to (something), typically so as to improve it or to make it less extreme.

I get that re-rolling dice is a modification. I also get that changing a Battlestations to a Hit is also a Modification. Why is the addition or subtracting of dice NOT a modification? By definition, a +1 is a modification to "improve" the roll. AND if a +1 IS a modification ... then this is done at the modification stage [Attacker Modifies Dice].

So I attack you with a Primary Attack of 4 dice. I roll them. You make me re-roll them. They can't be re-rolled again. But now I do my dice mods. I add +1 die, roll it and now I can activate Battlestations.

I do not present this point of view to nitpick or to create drama. I am just trying to understand the rules behind a certain set of actions and results. Y"You can only re-roll a die once." thats a blanket rule. I assume it was to close loopholes before they began, but it just creates a little ambiguity on other fronts ...


Because Adding or Subtracting dice occurs before you roll. If something granted a +1 or -1 die after you rolled, it would occur on the modify step, but there is no such card (yet)

Edit: I'm not even sure what a -1 to dice after rolling would look like. I believe that's called "convert to blank"
A +1 after rolling is concievable. "If you roll X you may discard Y to roll Z extra dice." But as I said, no card like that exists yet.


Well there is Quantum Torpedoes: "If the target ship is hit, add 1[H] result to your total damage."

That is about the closest thing we currently have. It doesn't actually add a die, but it adds one more hit (which could technically end up being more hits than actual dice rolled).
XanderF 15325550

Ender02 wrote:

Mordaenor wrote:

ThatDude wrote:

Followup on re-rolling ...

I understand the order of things when it comes to the following:

Modify Attack Dice
1. Roll dice
2. Defender modifies dice
3. Attacker Modifies dice

I just have some more to say about it ...

mod·i·fyˈmädəˌfī
verb
1.
make partial or minor changes to (something), typically so as to improve it or to make it less extreme.

I get that re-rolling dice is a modification. I also get that changing a Battlestations to a Hit is also a Modification. Why is the addition or subtracting of dice NOT a modification? By definition, a +1 is a modification to "improve" the roll. AND if a +1 IS a modification ... then this is done at the modification stage [Attacker Modifies Dice].

So I attack you with a Primary Attack of 4 dice. I roll them. You make me re-roll them. They can't be re-rolled again. But now I do my dice mods. I add +1 die, roll it and now I can activate Battlestations.

I do not present this point of view to nitpick or to create drama. I am just trying to understand the rules behind a certain set of actions and results. Y"You can only re-roll a die once." thats a blanket rule. I assume it was to close loopholes before they began, but it just creates a little ambiguity on other fronts ...


Because Adding or Subtracting dice occurs before you roll. If something granted a +1 or -1 die after you rolled, it would occur on the modify step, but there is no such card (yet)

Edit: I'm not even sure what a -1 to dice after rolling would look like. I believe that's called "convert to blank"
A +1 after rolling is concievable. "If you roll X you may discard Y to roll Z extra dice." But as I said, no card like that exists yet.


Well there is Quantum Torpedoes: "If the target ship is hit, add 1[H] result to your total damage."

That is about the closest thing we currently have. It doesn't actually add a die, but it adds one more hit (which could technically end up being more hits than actual dice rolled).


And the 'massacre' elite talent - if you get a crit through to the end of the process, and it goes through to hull...you are adding another 'hit' result, there, which the enemy can do nothing about at that point in the sequence.
davedujour 15329895
Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?
hockeyjedi 15330043

davedujour wrote:

Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?


Read it as "* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player's ship with the least amount of [Battle Stations] results is the target of that attack.
bold mine

DS9 cannot actually target a player... that would be silly. laugh
eldurand 15330085

hockeyjedi wrote:

davedujour wrote:

Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?


Read it as "* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player's ship with the least amount of [Battle Stations] results is the target of that attack.
bold mine

DS9 cannot actually target a player... that would be silly. laugh


That does not take into account multiple ships in range belonging to the same player, which is why the wording suggested by the OP works better IMO.
davedujour 15331008

eldurand wrote:

hockeyjedi wrote:

davedujour wrote:

Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?


Read it as "* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player's ship with the least amount of [Battle Stations] results is the target of that attack.
bold mine

DS9 cannot actually target a player... that would be silly. laugh


That does not take into account multiple ships in range belonging to the same player, which is why the wording suggested by the OP works better IMO.


Yes, that's what I'm asking. If one player has 2 ships within range of DS9, which one is attacked?
Mordaenor 15331472

davedujour wrote:

eldurand wrote:

hockeyjedi wrote:

davedujour wrote:

Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?


Read it as "* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player's ship with the least amount of [Battle Stations] results is the target of that attack.
bold mine

DS9 cannot actually target a player... that would be silly. laugh


That does not take into account multiple ships in range belonging to the same player, which is why the wording suggested by the OP works better IMO.


Yes, that's what I'm asking. If one player has 2 ships within range of DS9, which one is attacked?


We rolled for each ship in our event.
Ender02 15331598

Mordaenor wrote:

davedujour wrote:

eldurand wrote:

hockeyjedi wrote:

davedujour wrote:

Question about DS9 firing in OP6 (and OP1 but it's not in the FAQ or Wiki):

If one player has more than one ship within range of getting attacked by DS9, how is it decided which ship is attacked? The OP rules specify player, not ship.

DS9 attacks paragraph:
* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player with the least amount of [Battle Stations] results is the target of that attack.
bold mine

Should the bolded words be "ship" instead of "player"?


Read it as "* If more than 1 ship is within range of an attack, each player rolls 5 dice and the player's ship with the least amount of [Battle Stations] results is the target of that attack.
bold mine

DS9 cannot actually target a player... that would be silly. laugh


That does not take into account multiple ships in range belonging to the same player, which is why the wording suggested by the OP works better IMO.


Yes, that's what I'm asking. If one player has 2 ships within range of DS9, which one is attacked?


We rolled for each ship in our event.


For Month 1 we went with the closest target (as that makes the most sense considering the station is on auto fire). If two or more ships were of equal distance or too hard to tell, we rolled off for each ship and the loser was the one who got attacked. While not the "official' way to do it (is there an actual official way?) it seemed the most fair and random which fit in with the mission.
eldurand 15331718
Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.
Novacat 15331759

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.
davedujour 15332223

Ender02 wrote:

For Month 1 we went with the closest target (as that makes the most sense considering the station is on auto fire). If two or more ships were of equal distance or too hard to tell, we rolled off for each ship and the loser was the one who got attacked. While not the "official' way to do it (is there an actual official way?) it seemed the most fair and random which fit in with the mission.


I quoted the official way, according to the OP6 (and OP1) instructions. If there are 2 or more ships that could be attacked by DS9, each player rolls, not each ship. Personally I don't think that makes any sense when only 1 player has 2 ships that could be attacked.
DrZ327 15332272

Novacat wrote:

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.



What if your captains skill changes? Like I decide to hold off firing from my Hideki Fighters (skill 6) but then get lit up and become Skill 4? When it reaches the skill 4 combat phase can I then decide to attack with them? I don't see why not as they had not attacked yet that turn.
davedujour 15332515

DrZ327 wrote:

Novacat wrote:

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.



What if your captains skill changes? Like I decide to hold off firing from my Hideki Fighters (skill 6) but then get lit up and become Skill 4? When it reaches the skill 4 combat phase can I then decide to attack with them? I don't see why not as they had not attacked yet that turn.


This is answered in the rule book, page 12.

"Players continue resolving combat for ships in order of Captain Skill, from highest to lowest, until all ships have had the opportunity to perform one attack." italics mine

So if Picard is at 9 Skill and chooses to not attack, then something changes his Skill to 4, he has already had the opportunity to perform an attack and doesn't that opportunity again.
Novacat 15332522

DrZ327 wrote:

Novacat wrote:

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.



What if your captains skill changes? Like I decide to hold off firing from my Hideki Fighters (skill 6) but then get lit up and become Skill 4? When it reaches the skill 4 combat phase can I then decide to attack with them? I don't see why not as they had not attacked yet that turn.

No. Just as increasing a ship's captain skill during the activation phase does not grant it multiple activations (such as by switching out captains from the Reenforcement Sideboard), changing captain skill during the combat phase does not give you multiple opportunities to fire.
Mordaenor 15333027

Novacat wrote:

DrZ327 wrote:

Novacat wrote:

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.



What if your captains skill changes? Like I decide to hold off firing from my Hideki Fighters (skill 6) but then get lit up and become Skill 4? When it reaches the skill 4 combat phase can I then decide to attack with them? I don't see why not as they had not attacked yet that turn.

No. Just as increasing a ship's captain skill during the activation phase does not grant it multiple activations (such as by switching out captains from the Reenforcement Sideboard), changing captain skill during the combat phase does not give you multiple opportunities to fire.


The rule applies in reverse too. Knocking Picard from a 9 to a 1 during Activation does not make him lose his turn if you are on number 5. He simply goes next.
DrZ327 15333240

davedujour wrote:

DrZ327 wrote:

Novacat wrote:

eldurand wrote:

Quick question on firing order, and I am not sure if it has been asked before: Can a captain "pass" when it is his turn to attack and attack later in the combat phase?

I know a captain can skip his attack in order to lend his ship's attack value to a BoF that occurs later in the phase.

You can indeed pass when it's your turn to attack, but you cannot then attack later in the round.



What if your captains skill changes? Like I decide to hold off firing from my Hideki Fighters (skill 6) but then get lit up and become Skill 4? When it reaches the skill 4 combat phase can I then decide to attack with them? I don't see why not as they had not attacked yet that turn.


This is answered in the rule book, page 12.

"Players continue resolving combat for ships in order of Captain Skill, from highest to lowest, until all ships have had the opportunity to perform one attack." italics mine

So if Picard is at 9 Skill and chooses to not attack, then something changes his Skill to 4, he has already had the opportunity to perform an attack and doesn't that opportunity again.



Ah, and it's about the opportunity to attack, not the actual act of attacking. All BoF checks for is the act of attacking so Picard could skip his opportunity to attack but still assist with Worf's BoF. Gotcha.

Likewise, my Hideki's could skip their attack at skill 6, get knocked down a peg or two, not have the opportunity to attack again by themselves even at a lower skill level but still assist in a BoF because they did not attack yet that turn.

Think I got it now.
skullxer0 15333536
At the end of the Combat Phase (after all ships
have attacked), each OWP fires at the nearest ship that is within Range 1-2 of the OWP


Do the OWPs still shoot at you if you have paid for them in your fleet? Do they become friendly?
Novacat 15333609

skullxer0 wrote:

At the end of the Combat Phase (after all ships
have attacked), each OWP fires at the nearest ship that is within Range 1-2 of the OWP


Do the OWPs still shoot at you if you have paid for them in your fleet? Do they become friendly?

If you are fielding them in your fleet during a casual game, you control who they fire at.
skullxer0 15333663

Novacat wrote:

skullxer0 wrote:

At the end of the Combat Phase (after all ships
have attacked), each OWP fires at the nearest ship that is within Range 1-2 of the OWP


Do the OWPs still shoot at you if you have paid for them in your fleet? Do they become friendly?

If you are fielding them in your fleet during a casual game, you control who they fire at.


What about in a store event (non-Dominion War)and where do I place them?
davedujour 15333684

skullxer0 wrote:

Novacat wrote:

skullxer0 wrote:

At the end of the Combat Phase (after all ships
have attacked), each OWP fires at the nearest ship that is within Range 1-2 of the OWP


Do the OWPs still shoot at you if you have paid for them in your fleet? Do they become friendly?

If you are fielding them in your fleet during a casual game, you control who they fire at.


What about in a store event (non-Dominion War)and where do I place them?


That's up to the TO running the event.
Novacat 15333782

skullxer0 wrote:

What about in a store event (non-Dominion War)and where do I place them?

The OWPs are not standard ships, and as such, their use is largely left up to the players involved. They aren't really intended for tournament play.
skullxer0 15333994
If I was allowed to play them then where would they be allowed to be placed? In the center of the map? Outside any deployment zone?
Ender02 15334109

skullxer0 wrote:

If I was allowed to play them then where would they be allowed to be placed? In the center of the map? Outside any deployment zone?

As someone else already said, it would be up to the event organizer. There are no official rules for them other than the statline and points cost given in the OP scenario rules. They were intended for scenario use, so they were never given deployment rules. Same thing goes for the Federation orbital turrets and DS9.

If you really wanted to use them, and your opponents and Event organizer agreed to let you use them, I would suggest a deployment similar to the one used in the OP scenario, except that you get to place them all since you paid the points for them. So basically Not within range 2 of a deployment zone (though I guess you could put them closer to your own if you wanted) and not within range 1 of each other.
skullxer0 15334507
Would the OWPs affect something like unified force? do they have a technical faction?
rtsuk 15334553

skullxer0 wrote:

Would the OWPs affect something like unified force? do they have a technical faction?


You have all the same rules for the OWPs that we have, which is to say none. For casual play make up your own rules. For an event you have to ask the event organizer, it's entirely up to them.
SteRT 15335074
When do you use Kazon Boarding Party?


When attacking, if you inflict at least 2 damage you may discard this card to reduce the damage to exactly 1 critical damage that ignores the oposing ship's Shields. Disable 1 [Tech] Upgrade of your choice on the target ship and then steal that Upgrade, even if it exceeds your ship's requirements. This Upgrade may only be purchased for a Kazon ship.


a) During the modify Attack Dice step.

i.e. I've rolled 3 hits I discard Kazon Boarding Party to reduce this to 1 critical on the hull and steal a tech upgrade. Then the opponent rolls defence dice.

OR

b) During the dealing Damage phase.

i.e. I've rolled 3 hits and my opponent evades 1 leaving 2 uncancelled damage. I then discard Kazon Raiding party to change these to a critical, etc.

If the answer is b) which card takes preference (timing wise) between Kazon Boarding Party and Interphase generator?
SteRT 15335161
Question regarding Masking Circuitry.

Instead of performing a normal Action, you may disable this card to perform the [cloak] Action. Place an Auxiliary Power Token beside your ship. While you have a [cloak] token beside your ship, you may
perform the [Sensor echo] Action even if this caed is disabled.

This Upgrade costs +5 Squadron points for any ship other than a Kazon ship.


If you have an ability that allows you to take a Free Action from your Action Bar. Can you then use the Masking Circuitry instead of this action?
Ender02 15335210

SteRT wrote:

When do you use Kazon Boarding Party?


When attacking, if you inflict at least 2 damage you may discard this card to reduce the damage to exactly 1 critical damage that ignores the oposing ship's Shields. Disable 1 [Tech] Upgrade of your choice on the target ship and then steal that Upgrade, even if it exceeds your ship's requirements. This Upgrade may only be purchased for a Kazon ship.


a) During the modify Attack Dice step.

i.e. I've rolled 3 hits I discard Kazon Boarding Party to reduce this to 1 critical on the hull and steal a tech upgrade. Then the opponent rolls defence dice.

OR

b) During the dealing Damage phase.

i.e. I've rolled 3 hits and my opponent evades 1 leaving 2 uncancelled damage. I then discard Kazon Raiding party to change these to a critical, etc.

If the answer is b) which card takes preference (timing wise) between Kazon Boarding Party and Interphase generator?

I would say during the damage phase as that is the only time that you know that you have inflicted enough hits to meet the cards requirement.
Whizzwang 15335517
Transwarp Drive + Romulan Pilot +In'Cha lets you move 6 then 2 then 4 forward right?

I'm not massively overlooking something?
Novacat 15335546

Whizzwang wrote:

Transwarp Drive + Romulan Pilot +In'Cha lets you move 6 then 2 then 4 forward right?

I'm not massively overlooking something?

Assuming the 2 is a green maneuver for your ship, yes.
koku_ryu 15336932

Whizzwang wrote:

Transwarp Drive + Romulan Pilot +In'Cha lets you move 6 then 2 then 4 forward right?

I'm not massively overlooking something?


With the enterprise D (and a lot of points): STAW:Transwarp Drive 6, STAW:Romulan Pilot 3, discard STAW:Janice Rand to STAW:In'Cha 5, then discard STAW:Leonard McCoy to allow STAW:Jadzia Dax to go 2, then STAW:Engage 3, and gain an aux. token

That's the biggest movement I can come up with. Don't forget to account for the ship's base being added to that distance at every step.
paulsk 15337351

SteRT wrote:

Question regarding Masking Circuitry.

Instead of performing a normal Action, you may disable this card to perform the [cloak] Action. Place an Auxiliary Power Token beside your ship. While you have a [cloak] token beside your ship, you may
perform the [Sensor echo] Action even if this caed is disabled.

This Upgrade costs +5 Squadron points for any ship other than a Kazon ship.


If you have an ability that allows you to take a Free Action from your Action Bar. Can you then use the Masking Circuitry instead of this action?


No, the actions still aren't on the card's action bar (i.e. the printed ship card). Even though cloak and sensor echo are often found on an action bar, in this case they exist only on the Masking Circuitry card.
delta_angelfire 15337806
I use the Independent(Dominion) Flagship's ability to move a ship before its turn. During this movement, it passes through a Cloaked minefield. Does the ship take damage immediately, or not until its turn actually comes up?
Magentawolf 15338358

paulsk wrote:

SteRT wrote:

Question regarding Masking Circuitry.

Instead of performing a normal Action, you may disable this card to perform the [cloak] Action. Place an Auxiliary Power Token beside your ship. While you have a [cloak] token beside your ship, you may
perform the [Sensor echo] Action even if this card is disabled.

This Upgrade costs +5 Squadron points for any ship other than a Kazon ship.


If you have an ability that allows you to take a Free Action from your Action Bar. Can you then use the Masking Circuitry instead of this action?


No, the actions still aren't on the card's action bar (i.e. the printed ship card). Even though cloak and sensor echo are often found on an action bar, in this case they exist only on the Masking Circuitry card.


It depends on how 'Normal' is defined in this case. The other cloaking devices are also worded the same way instead of simply having the 'ACTION' header, so I'd probably allow it.
350s10 15344827

SteRT wrote:

When do you use Kazon Boarding Party?


When attacking, if you inflict at least 2 damage you may discard this card to reduce the damage to exactly 1 critical damage that ignores the oposing ship's Shields. Disable 1 [Tech] Upgrade of your choice on the target ship and then steal that Upgrade, even if it exceeds your ship's requirements. This Upgrade may only be purchased for a Kazon ship.


a) During the modify Attack Dice step.

i.e. I've rolled 3 hits I discard Kazon Boarding Party to reduce this to 1 critical on the hull and steal a tech upgrade. Then the opponent rolls defence dice.

OR

b) During the dealing Damage phase.

i.e. I've rolled 3 hits and my opponent evades 1 leaving 2 uncancelled damage. I then discard Kazon Raiding party to change these to a critical, etc.

If the answer is b) which card takes preference (timing wise) between Kazon Boarding Party and Interphase generator?

I would say the defender gets to use the Interphase. That two hits is forcing them to use it or have it taken away from them.
delta_angelfire 15346577
guys, this isn't a "state your opinions" thread, people come here to get official answers. If you're going to answer a question, please quote a relevant ruling or at least some kind of evidence.
350s10 15346769

delta_angelfire wrote:

I use the Independent(Dominion) Flagship's ability to move a ship before its turn. During this movement, it passes through a Cloaked minefield. Does the ship take damage immediately, or not until its turn actually comes up?

I would say as soon as a ship inters the minefield. Rather it be from a ship, upgrade, resource or free action.
PenguinBonaparte 15347444
So I haven't seen, or maybe just haven't been able to find, Andrew's opinion on this whole conditional surrender + up to three shrouds mess, and since the thread on it went very quickly off topic, has he replied to that anywhere? Any chance at all of it being errata-ed to be a discard this card or somesuch?

Also, how does Captain Valdore interact with DS9? Does he just never get a bonus die or do you count being out of the pylon arcs as being out of arc?
koku_ryu 15348362

SteRT wrote:

When do you use Kazon Boarding Party?


When attacking, if you inflict at least 2 damage you may discard this card to reduce the damage to exactly 1 critical damage that ignores the oposing ship's Shields. Disable 1 [Tech] Upgrade of your choice on the target ship and then steal that Upgrade, even if it exceeds your ship's requirements. This Upgrade may only be purchased for a Kazon ship.


a) During the modify Attack Dice step.

i.e. I've rolled 3 hits I discard Kazon Boarding Party to reduce this to 1 critical on the hull and steal a tech upgrade. Then the opponent rolls defence dice.

OR

b) During the dealing Damage phase.

i.e. I've rolled 3 hits and my opponent evades 1 leaving 2 uncancelled damage. I then discard Kazon Raiding party to change these to a critical, etc.

If the answer is b) which card takes preference (timing wise) between Kazon Boarding Party and Interphase generator?


I'm not certain if this is correct or not, and this question seems more like one for Andrew to answer himself, but here's how I see it:

the choice for this decision would most likely occur in the same order as the rest of the combat phase modifications, defender first then attacker, so the defender would be forced to decide to use STAW:Interphase Generator to turn the 2+ hits into 1 hit, and if they do not, then the attacker would be able use STAW:Kazon Raiding Party (dunno if there's a wiki link yet) to make the 2+ hits into 1 crit on the hull, and that would be the end of it. (which, incidentally, could net you that very interphase generator)

AGAIN, this is just my view on the interaction based upon the flow of the rest of the combat phase. It should not be taken as 100% law.
koku_ryu 15348371

PenguinBonaparte wrote:

So I haven't seen, or maybe just haven't been able to find, Andrew's opinion on this whole conditional surrender + up to three shrouds mess, and since the thread on it went very quickly off topic, has he replied to that anywhere? Any chance at all of it being errata-ed to be a discard this card or somesuch?

Also, how does Captain Valdore interact with DS9? Does he just never get a bonus die or do you count being out of the pylon arcs as being out of arc?


Valdore's SOL on this one. STAW:Deep Space 9
http://boardgamegeek.com/article/13399709#13399709
PenguinBonaparte 15348477
Well, that would mean in the range 3 blind spot he would get the extra attack. Better than I'd expected!
Andrew Parks 15348898

delta_angelfire wrote:

I use the Independent(Dominion) Flagship's ability to move a ship before its turn. During this movement, it passes through a Cloaked minefield. Does the ship take damage immediately, or not until its turn actually comes up?


Like all minefield token effects, it receives the damage after performing the maneuver. Since it can't perform a Scan at this time, it would receive the full 3 dice.

Andrew
Andrew Parks 15348925

Ender02 wrote:

SteRT wrote:

When do you use Kazon Boarding Party?


When attacking, if you inflict at least 2 damage you may discard this card to reduce the damage to exactly 1 critical damage that ignores the oposing ship's Shields. Disable 1 [Tech] Upgrade of your choice on the target ship and then steal that Upgrade, even if it exceeds your ship's requirements. This Upgrade may only be purchased for a Kazon ship.


a) During the modify Attack Dice step.

i.e. I've rolled 3 hits I discard Kazon Boarding Party to reduce this to 1 critical on the hull and steal a tech upgrade. Then the opponent rolls defence dice.

OR

b) During the dealing Damage phase.

i.e. I've rolled 3 hits and my opponent evades 1 leaving 2 uncancelled damage. I then discard Kazon Raiding party to change these to a critical, etc.

If the answer is b) which card takes preference (timing wise) between Kazon Boarding Party and Interphase generator?

I would say during the damage phase as that is the only time that you know that you have inflicted enough hits to meet the cards requirement.


The answer is definitely "b".

The Interphase Generator would trigger first, I believe.
aaron2310 15353258
Re: Burke -

When you discard him, is he for all-intents-and-purposes replaced with a Level 1 Captain? Can that Captain then be beamed over to DS9?
Magentawolf 15353458

aaron2310 wrote:

Re: Burke -

When you discard him, is he for all-intents-and-purposes replaced with a Level 1 Captain? Can that Captain then be beamed over to DS9?


When beaming over to DS9, you need an actual Captain card to do so. If your original Captain was discarded, you're now activating at skill level 1, but you don't actually get a replacement card.
hockeyjedi 15354361

aaron2310 wrote:

Re: Burke -

When you discard him, is he for all-intents-and-purposes replaced with a Level 1 Captain? Can that Captain then be beamed over to DS9?


GG tipped for not saying "intensive purposes". laugh
locutus9956 15367167
Is there any word on an OFFICIAL FAQ?

I appreciate all the work that has been put into this thread but gamers being gamers if a ruling here disagrees with someones interpretation of a rule alot of folks aren't going to accept it as gospel until it's confirmed officially by the designers

(also there's a couple of rulings in this FAQ that I'm actually unsure of myself tbh that seem to be very arbitrary rulings that flat out contradict the wording on the cards from what I can see....)

I'd be happy for Wizkids to just officially sign off on this thread but we need some official FAQ rulings asap as there's increasingly complicated card combos floating about that need clearing up (and whilst this FAQ has done an admirable job it's not really setting arguments as there's always going to be one or two folks who say 'oh thats not an official FAQ and I still think the rule works THIS way....')
davedujour 15367391

locutus9956 wrote:

Is there any word on an OFFICIAL FAQ?

I appreciate all the work that has been put into this thread but gamers being gamers if a ruling here disagrees with someones interpretation of a rule alot of folks aren't going to accept it as gospel until it's confirmed officially by the designers

(also there's a couple of rulings in this FAQ that I'm actually unsure of myself tbh that seem to be very arbitrary rulings that flat out contradict the wording on the cards from what I can see....)

I'd be happy for Wizkids to just officially sign off on this thread but we need some official FAQ rulings asap as there's increasingly complicated card combos floating about that need clearing up (and whilst this FAQ has done an admirable job it's not really setting arguments as there's always going to be one or two folks who say 'oh thats not an official FAQ and I still think the rule works THIS way....')


The FAQ is only the first post in this thread. Nothing else. (The rest is just questions and discussion.) Did you notice who wrote that post? Andrew Parks Now go look on the game box. See a common name there?
The FAQ post is as official as it's going to get. If someone won't take Andrew-who-is-god (in the STAW world) word on it then....well, they're just wrong.

You're looking at the official FAQ.
XanderF 15367632
So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.
anyGould 15367808

davedujour wrote:


You're looking at the official FAQ.


Well, the Preliminary Official FAQ.

This is the preliminary FAQ to help people who are participating in tournaments during the coming weeks. This will eventually be replaced with a more formal FAQ in PDF format, but for now I want to keep it fluid and easy to update


So it's not completely silly to ask if/when the "formal FAQ" will come out.
davedujour 15367880

anyGould wrote:

davedujour wrote:


You're looking at the official FAQ.


Well, the Preliminary Official FAQ.

This is the preliminary FAQ to help people who are participating in tournaments during the coming weeks. This will eventually be replaced with a more formal FAQ in PDF format, but for now I want to keep it fluid and easy to update


So it's not completely silly to ask if/when the "formal FAQ" will come out.


Yeah, but I asked that back in October and was told the game was too dynamic at the time for an "official" FAQ. But it's only going to get more dynamic as the ships start coming out faster, so I don't ever see a time when a static PDF will be made.
Of course, the Dominion War OP scenarios could be moved off as they will soon become less important.
Illyth 15368350
Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


1) Is this ability optional or mandatory? (I assume it's optional, but the word "may" isn't in there)

2) What happens when two (or more) players have this Captain on their ships within Range 1 of each other? If my opponent looks at my dial and then sets theirs, can I still look at theirs and change mine? Is this decided by initiative?

3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."
davedujour 15368411

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


It says "your ship" and "choose your Maneuver", so that only applies to the ship with the Bioship Alpha Pilot, so the player wouldn't be allowed to change any other ships dials if they were already set.

Now, can the Bioship do this before setting any dials or do the other ships on my side have to have their dials set before this ability can be used?
Mordaenor 15368503
"All other players" seems like a misprint, perhaps should be "all other ships."

Given that "you" refers to the ship taking the action, it doesn't make sense that all ships controlled by the same player could revise their maneuvers.
Illyth 15368526

davedujour wrote:

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


It says "your ship" and "choose your Maneuver", so that only applies to the ship with the Bioship Alpha Pilot, so the player wouldn't be allowed to change any other ships dials if they were already set.

Now, can the Bioship do this before setting any dials or do the other ships on my side have to have their dials set before this ability can be used?


Okay, I should have said "set" and not "change." Thanks for slightly rephrasing my question.
Mordaenor 15368702

Mordaenor wrote:

"All other players" seems like a misprint, perhaps should be "all other ships."

Given that "you" refers to the ship taking the action, it doesn't make sense that all ships controlled by the same player could revise their maneuvers.


Although, perhaps it can. Since the card specify's that only the targeted ship cannot change manuevers after that ability is used, there is nothing to stop every other ship (from both players) from revising their manuevers after the "peek"

More I think about it, the more it seems to make sense that it would work that way.
docvulcan 15369237

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


1) Is this ability optional or mandatory? (I assume it's optional, but the word "may" isn't in there)

2) What happens when two (or more) players have this Captain on their ships within Range 1 of each other? If my opponent looks at my dial and then sets theirs, can I still look at theirs and change mine? Is this decided by initiative?

3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


Also, how does Uhura work versus the Bioship Alpha Pilot? I would think that Uhura can still work, however just checking.
davedujour 15369326

docvulcan wrote:

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


1) Is this ability optional or mandatory? (I assume it's optional, but the word "may" isn't in there)

2) What happens when two (or more) players have this Captain on their ships within Range 1 of each other? If my opponent looks at my dial and then sets theirs, can I still look at theirs and change mine? Is this decided by initiative?

3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


Also, how does Uhura work versus the Bioship Alpha Pilot? I would think that Uhura can still work, however just checking.


Uhura works after the maneuver dial is revealed, so she'd be fine.
Ender02 15369592

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.

If only one player has ships remaining at the end of the end phase, the game ends and that player wins. Quantum Singularity puts the ships back on the play area during the End Phase, so they are in play when this check would take place.
anyGould 15370309

Ender02 wrote:

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.

If only one player has ships remaining at the end of the end phase, the game ends and that player wins. Quantum Singularity puts the ships back on the play area during the End Phase, so they are in play when this check would take place.


Not near my copy of the FAQ, but wasn't there a ruling around earlier OPs that the game ended as soon as the last ship was gone? (I remember it being related to OWPs not firing at the remaining ships, and possibly something to do with getting control of the planet).
BeastRabban 15370347

Ender02 wrote:

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.

If only one player has ships remaining at the end of the end phase, the game ends and that player wins. Quantum Singularity puts the ships back on the play area during the End Phase, so they are in play when this check would take place.


The game ends when a player has no ships in play, not at the end phase of the turn they have no ships in play. By the letter of the rule book you would lose unless they deem that while they are not in play they still count for purposes of determining victory.
koku_ryu 15370939

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.


I'm glad somebody asked this question now, instead of later (like in the middle of a tournament)

While the answer should seem obvious, there's also no precedent for this kind of ability, though I would assume they would never design a card that says "ACTION: You lose the game."
TheWaspinator 15370995
though I would assume they would never design a card that says "ACTION: You lose the game."

Depends on whether they like internet memes.
XanderF 15371145

BeastRabban wrote:

Ender02 wrote:

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.

If only one player has ships remaining at the end of the end phase, the game ends and that player wins. Quantum Singularity puts the ships back on the play area during the End Phase, so they are in play when this check would take place.


The game ends when a player has no ships in play, not at the end phase of the turn they have no ships in play. By the letter of the rule book you would lose unless they deem that while they are not in play they still count for purposes of determining victory.


Well, no, if you read the top of the page 17, in the 'end phase' bit, it does note that you only check for 'no remaining ships' as the last part of the end phase.

What I think you are thinking of is...

anyGould wrote:

Ender02 wrote:

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.

If only one player has ships remaining at the end of the end phase, the game ends and that player wins. Quantum Singularity puts the ships back on the play area during the End Phase, so they are in play when this check would take place.


Not near my copy of the FAQ, but wasn't there a ruling around earlier OPs that the game ended as soon as the last ship was gone? (I remember it being related to OWPs not firing at the remaining ships, and possibly something to do with getting control of the planet).


...this. It's not something from the rulebook, but a rule modification/FAQ entry specific to the Dominion War scenario with defense platforms.

I don't think we've seen anything to indicate that is an official game-wide rule...just something applicable to that scenario.

Ergo, the question...
Chance Gardener 15372030
if I'm remembering the QS card correctly, doesn't the ship activitating the QS leave an APT behind? Assuming it had one on it at the time of course.

For all "intents and purposes" that token represents that the two ships are still in the game in my estimation.

Although the question I've seen raised is if they have an APT, how can they activate the QS?
Perhaps the card means for the player to remove all tokens and then place an APT where your ship was when activating the QS.

Anyway, ships aren't off the board; they're in fluidic space which is joined to the board in the transdimensional unimatrix string array that forms the basis of our universe as well as theirs.
I mean that part is kinda obvious I thought.
Andrew Parks 15372575

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


1) Is this ability optional or mandatory? (I assume it's optional, but the word "may" isn't in there)

2) What happens when two (or more) players have this Captain on their ships within Range 1 of each other? If my opponent looks at my dial and then sets theirs, can I still look at theirs and change mine? Is this decided by initiative?

3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


1) The ability is optional.

2) This is decided by initiative.

3) Bioship Alpha Pilot's ability happens after all other maneuver dials (including your friendly ships) have been locked in. See #2 for the exception.
Andrew Parks 15372606

XanderF wrote:

So I've got two Bioship Alphas on the board. On turn 1, I trigger 'quantum singularity' on each of them, and remove them from the board in the action phase.

Do I automatically lose, now? Page 17 of the rules indicate that 'When only one player has ships remaining in the play area, the game ends and that player wins'.


There will be an FAQ entry soon to help clarify some of the possibilities for this card, but in the meantime I can let you know that the Bioship Alpha is still considered to be "in play" for the purposes of the game winning rule.

Also, to answer a question from the other thread, if the Bioship is unable to return (because the board simply has too many ships), then it is destroyed. This is not an ability you want to use while there are still swarms on the board!

Andrew
koku_ryu 15372878
Another question about the STAW:Quantum Singularity: Can I choose to place the ship ANYWHERE on the board, so long as it is outside range 1-3 of any ship?
Specifically, can I place it:
1. On an obstacle?
2. On a minefield token?
2a. Does this trigger the damage from the minefield?
2b. If instead placed within range of a cloaked mine, would it trigger damage?
3. On a planet?
4. With part of the base outside of the play area? (IE, to 'escape' for certain scenarios)


Action: Discard this card to remove your ship from the play area and discard all Tokens that are beside your ship except for Auxiliary Power Tokens. During the End Phase, place your ship back in the play area. You cannot place your ship within Range 1-3 of any other ship. This Upgrade may only be purchased for a Species 8472 ship.
aaron2310 15373762
Just wanted to clarify something. In OP1/6, if a player has control of DS9 it is considered a friendly ship for card purposes (so cloaked mines and etc). What if all a player's normal ships were killed but he still had crew on DS9? Would you keeping playing until DS9 was destroyed?
eldurand 15375260

Andrew Parks wrote:

Illyth wrote:

Questions re: Bioship Alpha Pilot:

Bioship Alpha Pilot wrote:

Each round during the Planning Phase, after all other players have chosen their Maneuvers, target a ship within Range 1 of your ship, look at that ship's chosen Maneuver, and then choose your Maneuver. The target ship's player cannot change the chosen Maneuver after you have looked at it. You may not perform any Actions the round you use this ability.


1) Is this ability optional or mandatory? (I assume it's optional, but the word "may" isn't in there)

2) What happens when two (or more) players have this Captain on their ships within Range 1 of each other? If my opponent looks at my dial and then sets theirs, can I still look at theirs and change mine? Is this decided by initiative?

3) Do the maneuver dials for the rest of my ships need to be locked in when I use this ability, or am I free to change them after using Bioship Alpha Pilot? The card only specifies "all other players," not "all other ships."


1) The ability is optional.

2) This is decided by initiative.

3) Bioship Alpha Pilot's ability happens after all other maneuver dials (including your friendly ships) have been locked in. See #2 for the exception.


At what point are the dials technically considered "locked in"? Are they locked in once you've set your dials and placed them down on the table? Or do you have to declare to your opponent "I'm done setting my dials"? There is no mention of "locking in" in the rules. And once they are locked in, is the planning phase considered to be over?

I ask because this also affects the timing of cloaked mine placement as well. I had a recent game where my opponent set his own maneuver dials, and waited until I had planned my moves and placed my dials before placing his cloaked mines. Of course I was able to re-program my dials, but it wasted time while I re-thought my turn. If dials are at some point "locked in" and the planning phase ended, that would preclude the placement of mines after that point.
hockeyjedi 15375290

aaron2310 wrote:

Just wanted to clarify something. In OP1/6, if a player has control of DS9 it is considered a friendly ship for card purposes (so cloaked mines and etc). What if all a player's normal ships were killed but he still had crew on DS9? Would you keeping playing until DS9 was destroyed?


Yes to friendly ship question.

No, to the other question. Once the fleet you brought to the table is gone, you lose. DS9 is not considered part of your fleet.
davedujour 15375756

eldurand wrote:

I ask because this also affects the timing of cloaked mine placement as well. I had a recent game where my opponent set his own maneuver dials, and waited until I had planned my moves and placed my dials before placing his cloaked mines. Of course I was able to re-program my dials, but it wasted time while I re-thought my turn. If dials are at some point "locked in" and the planning phase ended, that would preclude the placement of mines after that point.


It's been ruled that Cloaked Mines allow the other player to change their dials after the mines are placed. After everything is set and then declaring the placement of Cloaked Mines might be annoying, and use up time while the opponent reviews/changes their dials, but it's not illegal.
Andrew Parks 15376327

koku_ryu wrote:

Another question about the STAW:Quantum Singularity: Can I choose to place the ship ANYWHERE on the board, so long as it is outside range 1-3 of any ship?
Specifically, can I place it:
1. On an obstacle?
2. On a minefield token?
2a. Does this trigger the damage from the minefield?
2b. If instead placed within range of a cloaked mine, would it trigger damage?
3. On a planet?
4. With part of the base outside of the play area? (IE, to 'escape' for certain scenarios)


Action: Discard this card to remove your ship from the play area and discard all Tokens that are beside your ship except for Auxiliary Power Tokens. During the End Phase, place your ship back in the play area. You cannot place your ship within Range 1-3 of any other ship. This Upgrade may only be purchased for a Species 8472 ship.


You can place the ship anywhere that is entirely within the play area but not on top of something with which it cannot co-exist (Planet Token). When placed on top of an obstacle or Minefield Token (or close to a Cloaked Mine) it would suffer the same penalties as moving there.

Andrew
eldurand 15376909

davedujour wrote:

eldurand wrote:

I ask because this also affects the timing of cloaked mine placement as well. I had a recent game where my opponent set his own maneuver dials, and waited until I had planned my moves and placed my dials before placing his cloaked mines. Of course I was able to re-program my dials, but it wasted time while I re-thought my turn. If dials are at some point "locked in" and the planning phase ended, that would preclude the placement of mines after that point.


It's been ruled that Cloaked Mines allow the other player to change their dials after the mines are placed. After everything is set and then declaring the placement of Cloaked Mines might be annoying, and use up time while the opponent reviews/changes their dials, but it's not illegal.


Yep, I get that it is legal. But my question remains, at what point are the dials considered "locked" and the planning phase officially over? Do both players have to say they're through?
davedujour 15377008

eldurand wrote:

davedujour wrote:

eldurand wrote:

I ask because this also affects the timing of cloaked mine placement as well. I had a recent game where my opponent set his own maneuver dials, and waited until I had planned my moves and placed my dials before placing his cloaked mines. Of course I was able to re-program my dials, but it wasted time while I re-thought my turn. If dials are at some point "locked in" and the planning phase ended, that would preclude the placement of mines after that point.


It's been ruled that Cloaked Mines allow the other player to change their dials after the mines are placed. After everything is set and then declaring the placement of Cloaked Mines might be annoying, and use up time while the opponent reviews/changes their dials, but it's not illegal.


Yep, I get that it is legal. But my question remains, at what point are the dials considered "locked" and the planning phase officially over? Do both players have to say they're through?


There hasn't been a need for a "locked" timing until the Bioship comes out. Basically you could change them until both players said they were done and one of the dials was turned over. I know I've put my dials down, then waffled several times before the first ship moved. The Planning Phase ends when the Activation Phase starts.
350s10 15378745

eldurand wrote:

davedujour wrote:

eldurand wrote:

I ask because this also affects the timing of cloaked mine placement as well. I had a recent game where my opponent set his own maneuver dials, and waited until I had planned my moves and placed my dials before placing his cloaked mines. Of course I was able to re-program my dials, but it wasted time while I re-thought my turn. If dials are at some point "locked in" and the planning phase ended, that would preclude the placement of mines after that point.


It's been ruled that Cloaked Mines allow the other player to change their dials after the mines are placed. After everything is set and then declaring the placement of Cloaked Mines might be annoying, and use up time while the opponent reviews/changes their dials, but it's not illegal.


Yep, I get that it is legal. But my question remains, at what point are the dials considered "locked" and the planning phase officially over? Do both players have to say they're through?

I think it's common curiosity to ask the other player if they are ready. Especially if you are moving first. It can't be that hard to figur out when the dials are lock in.
Mordaenor 15378865
Question transposed from another thread, of which there was much discussion:

Is the free Action granted by the Excelsior or the Vo considered an "Action Bar action" for purposes of "Damaged Sensor Array" (or anything else)

Damaged Sensor Array
You may not use Actions on your ship's Action Bar


Excelsior
After you move, if no enemy ships are within Range 1 of your ship, you may perform a [Sensors] Action as a free action


Vo
After you move, you may eprform an [Evasive] Action as a free action. If you do so, you cannot attack during this round


On the one hand, this would seem to work as a Free Action Bar action, the same way a Federation Ship with a Federation Flag can use Battlestations from its Action Bar for free.

On the other hand, no other ship's text is effected by Damaged Sensor Array, so it follows that these should not be either.
cminion 15380328
I have just been rereading the nuclear warhead card.

"If a ship enters the mines on a future turn...."

Does this mean that if I have a low skill captain and use their action to place the mines in front (but not on) an enemy ship with a higher skill captain. They will not be triggered when that enemy ship is activated in the same round?
Mordaenor 15380365

cminion wrote:

I have just been rereading the nuclear warhead card.

"If a ship enters the mines on a future turn...."

Does this mean that if I have a low skill captain and use their action to place the mines in front (but not on) an enemy ship with a higher skill captain. They will not be triggered when that enemy ship is activated in the same round?


Nuclear Warhead gets placed at the end of Activation. That's after everybody moves, not just the ship placing the mine. It's sort of like Suicide Attack that way.
Skyguard 15380395

cminion wrote:

I have just been rereading the nuclear warhead card.

"If a ship enters the mines on a future turn...."

Does this mean that if I have a low skill captain and use their action to place the mines in front (but not on) an enemy ship with a higher skill captain. They will not be triggered when that enemy ship is activated in the same round?


You use the action to use the card on your ships activation but I don't believe you place the mines until the end of the whole Activation Phase so all ship will have already moved at that point.
cminion 15380463

Skyguard wrote:

cminion wrote:

I have just been rereading the nuclear warhead card.

"If a ship enters the mines on a future turn...."

Does this mean that if I have a low skill captain and use their action to place the mines in front (but not on) an enemy ship with a higher skill captain. They will not be triggered when that enemy ship is activated in the same round?


You use the action to use the card on your ships activation but I don't believe you place the mines until the end of the whole Activation Phase so all ship will have already moved at that point.


Thanks for confirming that, just means I didn't win my last OP because I didn't read the card when this was played on me. KHAAAANNNNNNN
Andrew Parks 15382487

Mordaenor wrote:

Question transposed from another thread, of which there was much discussion:

Is the free Action granted by the Excelsior or the Vo considered an "Action Bar action" for purposes of "Damaged Sensor Array" (or anything else)

Damaged Sensor Array
You may not use Actions on your ship's Action Bar


Excelsior
After you move, if no enemy ships are within Range 1 of your ship, you may perform a [Sensors] Action as a free action


Vo
After you move, you may eprform an [Evasive] Action as a free action. If you do so, you cannot attack during this round


On the one hand, this would seem to work as a Free Action Bar action, the same way a Federation Ship with a Federation Flag can use Battlestations from its Action Bar for free.

On the other hand, no other ship's text is effected by Damaged Sensor Array, so it follows that these should not be either.


I can see the arguments either way for this. I believe that it would not affect these Actions as their source is the card text, not the Action Bar.
koku_ryu 15383342

Andrew Parks wrote:

Mordaenor wrote:

Question transposed from another thread, of which there was much discussion:

Is the free Action granted by the Excelsior or the Vo considered an "Action Bar action" for purposes of "Damaged Sensor Array" (or anything else)

Damaged Sensor Array
You may not use Actions on your ship's Action Bar


Excelsior
After you move, if no enemy ships are within Range 1 of your ship, you may perform a [Sensors] Action as a free action


Vo
After you move, you may eprform an [Evasive] Action as a free action. If you do so, you cannot attack during this round


On the one hand, this would seem to work as a Free Action Bar action, the same way a Federation Ship with a Federation Flag can use Battlestations from its Action Bar for free.

On the other hand, no other ship's text is effected by Damaged Sensor Array, so it follows that these should not be either.


I can see the arguments either way for this. I believe that it would not affect these Actions as their source is the card text, not the Action Bar.


Would this also extend to other abilities, like STAW:Jean-Luc Picard or STAW:Gul Dukat?
Magentawolf 15383712

koku_ryu wrote:


Would this also extend to other abilities, like STAW:Jean-Luc Picard or STAW:Gul Dukat?


Yes! Seventeen times yes! They are not affected by a damaged sensor array.
Mordaenor 15383735

koku_ryu wrote:


Would this also extend to other abilities, like STAW:Jean-Luc Picard or STAW:Gul Dukat?



Picard and Dukat are not considered part of a ship's Action Bar, as ruled here.


http://boardgamegeek.com/article/14303358#14303358
Davitch 15383823
Are the Dominion War OP Resources (Elite Attack Die, Flagship, etc) going to be retired for the next set of organized play events? I know on their cards they say "Storyline OP Resource," so was curious since we are heading into a different storyline if they will be unusable.
Andrew Parks 15383855
To my knowledge, the OP Resources may be used indefinitely. Of course, the TO at a particular venue may decide to restrict their use.

Andrew
BruinGirl 15385157
Hello Andrew!

Can you give us a timeline (unless it is decided by Wizkids and not by you) about the next Ops.

I hear there will be one in May (Tholian Web) and one in June (with the Gorn).

So does that mean the next six month Op with the Borg is going to take place in July? (Is it another six month or something different).

So my question regarding rules (Yes, I know this is the FAQ rules section) - will we have any new Admiral Orders? Will there be new resources every month as before?

Thank you!
And thank you for CAPTAIN JANEWAY! Yes, a female captain with an 8! Take that all you lower captains :-)
aaron2310 15386416

Andrew Parks wrote:

To my knowledge, the OP Resources may be used indefinitely. Of course, the TO at a particular venue may decide to restrict their use.

Andrew


Can we get confirmation from your partner about this one? Everyone around here is under the impression that we'll be stopping using them after OP6.
TheWaspinator 15386623

aaron2310 wrote:

Andrew Parks wrote:

To my knowledge, the OP Resources may be used indefinitely. Of course, the TO at a particular venue may decide to restrict their use.

Andrew


Can we get confirmation from your partner about this one? Everyone around here is under the impression that we'll be stopping using them after OP6.

That rumor is based on a very questionable reading of one sentence in the OP rules. Do you really think they would give us Federation fighters and never let us use them?
aaron2310 15386729
Well some places give stuff out to use during that month. Some don't. We always thought it was weird but I'd not seen anything to the contrary.
davedujour 15387521

BruinGirl wrote:

Hello Andrew!

Can you give us a timeline (unless it is decided by Wizkids and not by you) about the next Ops.

I hear there will be one in May (Tholian Web) and one in June (with the Gorn).

So does that mean the next six month Op with the Borg is going to take place in July? (Is it another six month or something different).

So my question regarding rules (Yes, I know this is the FAQ rules section) - will we have any new Admiral Orders? Will there be new resources every month as before?

Thank you!
And thank you for CAPTAIN JANEWAY! Yes, a female captain with an 8! Take that all you lower captains :-)


There won't be any more Admiral's Orders in the format the previous two were released. Any optional/additional rules like that will be written into the OP scenario. This is in the last update to the Admiral's Orders on the WizKids blog. (And the current Order are supposed to be retired and only used "occasionally".)

The Collective OP event is a 3-month tournament from July - September. There's supposedly another Borg-themed 3-month OP after that, but it hasn't been officially announced yet.
Presumably there will be new Resources for all those months. So far we've only seen the Resource for the Tholian Web though.
arken42 15388681
Question about Counter Attack. I know much has been covered but an interesting scenario came up.

I activated Counter Attack on my turn. During combat an opponent attacked me and I ended up with a critical hit (Stunned Helmsman).

We assumed you do not get to use counter attack in that situation?
davedujour 15388809

arken42 wrote:

Question about Counter Attack. I know much has been covered but an interesting scenario came up.

I activated Counter Attack on my turn. During combat an opponent attacked me and I ended up with a critical hit (Stunned Helmsman).

We assumed you do not get to use counter attack in that situation?


Technically you could use the Counter Attack, you just wouldn't roll any dice for it. But it would clear the Stunned Helmsman.
XanderF 15389211

aaron2310 wrote:

Andrew Parks wrote:

To my knowledge, the OP Resources may be used indefinitely. Of course, the TO at a particular venue may decide to restrict their use.

Andrew


Can we get confirmation from your partner about this one? Everyone around here is under the impression that we'll be stopping using them after OP6.


Mostly because things like the Bioship Alpha or Borg ships appear to be balanced very carefully by limitations to their upgrades and actions - for example, no 'crew' slots on the Bioship, or no 'elite talents' for the Borg (360-degree, range-3, 'counter attack' on a Borg ship?? LOL...)

The 'flagship' resource stands to upset that balance quite substantially, so many of us just assumed the preview of these ships confirmed the Dominion War OP 'resources' use comment - that they would not be allowed for that next major event.
Magentawolf 15389680

XanderF wrote:



Mostly because things like the Bioship Alpha or Borg ships appear to be balanced very carefully by limitations to their upgrades and actions - for example, no 'crew' slots on the Bioship, or no 'elite talents' for the Borg (360-degree, range-3, 'counter attack' on a Borg ship?? LOL...)

The 'flagship' resource stands to upset that balance quite substantially, so many of us just assumed the preview of these ships confirmed the Dominion War OP 'resources' use comment - that they would not be allowed for that next major event.


Indeed. A flagship Borg Sphere? Yes please.
Novacat 15389842

Magentawolf wrote:

XanderF wrote:



Mostly because things like the Bioship Alpha or Borg ships appear to be balanced very carefully by limitations to their upgrades and actions - for example, no 'crew' slots on the Bioship, or no 'elite talents' for the Borg (360-degree, range-3, 'counter attack' on a Borg ship?? LOL...)

The 'flagship' resource stands to upset that balance quite substantially, so many of us just assumed the preview of these ships confirmed the Dominion War OP 'resources' use comment - that they would not be allowed for that next major event.


Indeed. A flagship Borg Sphere? Yes please.

There is a significant chance I will be doing that in the Tholian Web event.

Unique Borg Sphere + Generic Borg Sphere + Flagship = 88 points, leaving 12 for upgrades.
hockeyjedi 15390442

Novacat wrote:

Magentawolf wrote:

XanderF wrote:



Mostly because things like the Bioship Alpha or Borg ships appear to be balanced very carefully by limitations to their upgrades and actions - for example, no 'crew' slots on the Bioship, or no 'elite talents' for the Borg (360-degree, range-3, 'counter attack' on a Borg ship?? LOL...)

The 'flagship' resource stands to upset that balance quite substantially, so many of us just assumed the preview of these ships confirmed the Dominion War OP 'resources' use comment - that they would not be allowed for that next major event.


Indeed. A flagship Borg Sphere? Yes please.

There is a significant chance I will be doing that in the Tholian Web event.

Unique Borg Sphere + Generic Borg Sphere + Flagship = 88 points, leaving 12 for upgrades.


Youtube Video
Andrew Parks 15390742
I have confirmed with WizKids that the Resources are not restricted to their respective storylines. Of course, as I mentioned earlier, the venue itself is welcome to impose any restrictions on previous Resources that it prefers.

Andrew
paxzrake 15392917
Hey Andrew,

is the 360 degree Firing Arc on the Borg Sphere or DS9 consider a "forward firing arc" for text purposes?

I'm curious for cards like Captain Valdore or Counter Attack that need a forward firing arc to work.
Andrew Parks 15393831

paxzrake wrote:

Hey Andrew,

is the 360 degree Firing Arc on the Borg Sphere or DS9 consider a "forward firing arc" for text purposes?

I'm curious for cards like Captain Valdore or Counter Attack that need a forward firing arc to work.


Yes.
koku_ryu 15393867

paxzrake wrote:

Hey Andrew,

is the 360 degree Firing Arc on the Borg Sphere or DS9 consider a "forward firing arc" for text purposes?

I'm curious for cards like Captain Valdore or Counter Attack that need a forward firing arc to work.


Unless Andrew decides to count it as a special arc (neither Forward nor Rear) it would be a forward arc.
This means:
STAW:Counter Attack is really good
STAW:Gelnon is decent too
STAW:Valdore is SOL (but really, isn't every captain pitiful vs the Borg?)
can't use STAW:Antimatter Mines,STAW:Nuclear Warhead, or the Ferengi STAW:EM Pulse
among other things.

(edit: he beat me to it.)
Der Kaiser 15396457
The Romulan Officer states:
Action: Discard this card. If you initiate an attack while Cloaked this round, add +2 attack dice. You cannot roll any defense dice this round.

The question is whether this falls under the generic "Additional dice this round" ruling, i.e. if you initiate several attacks while cloaked (e.g. Secondary Torpedo Launchers, Missile Launchers...), do you get 2 additional dice in total or 2 for each attack?
Magentawolf 15398458

Der Kaiser wrote:

The Romulan Officer states:
Action: Discard this card. If you initiate an attack while Cloaked this round, add +2 attack dice. You cannot roll any defense dice this round.

The question is whether this falls under the generic "Additional dice this round" ruling, i.e. if you initiate several attacks while cloaked (e.g. Secondary Torpedo Launchers, Missile Launchers...), do you get 2 additional dice in total or 2 for each attack?


As written, it should trigger off of any attack you make while cloaked this round... but I have a feeling it will be ruled to once-per-round like Counter Attack.
shinzonhb 15407597
If i use Marla Gilmores ability to trigger a cloacking device (Defiant, or Koranak),i place a cloak token next to my ship.

The cards text states:
While you have a [Cloak] token beside your ship you may perform a [Sensor Echo] Action even if this card is disabled


Does that mean that i can perform the sensor echo action with a ship that is cloacked due to Marla Gilmores ability as long as i dont drop the cloak?
For example i use Gilmore in Turn 4 to activate the cloak and perform sensor echoes in turn 5,6 and 7, then drop the cloack to open fire.
Der Kaiser 15407843

shinzonhb wrote:

If i use Marla Gilmores ability to trigger a cloacking device (Defiant, or Koranak),i place a cloak token next to my ship.

The cards text states:
While you have a [Cloak] token beside your ship you may perform a [Sensor Echo] Action even if this card is disabled


Does that mean that i can perform the sensor echo action with a ship that is cloacked due to Marla Gilmores ability as long as i dont drop the cloak?
For example i use Gilmore in Turn 4 to activate the cloak and perform sensor echoes in turn 5,6 and 7, then drop the cloack to open fire.

You get to use the cloak action on the turn you use Marla. However, in following turns, you no longer have access to the Cloaking Device card, so it makes sense that you would not have access to the Sensor Echo either.

I think I would compare your situation to somebody causing a cloaked ship's Cloaking Device to be discarded: there is no indication that the ship would decloak, but the player no longer has access to the Cloaking Device card, which would allow him sensor echoes even when it is disabled, but not when it is gone.
FortuneFavorTheBold 15408449
Marla Gilmore requires you to disable all your Shields first, so it's a moot point.
delta_angelfire 15408928
You also can't use Maria Gilmore on cloaking device because cloaking device does not have an "Action:"

Maria Gilmore
Action: If your ship is not Cloaked, disable all of your remaining Shields and target a ship at Range 1-2 that is not Cloaked and has no Active Shields. Disable this card and 1 [tech] of your choice on the target ship. You may then use that Upgrade's Action (if any) as a free action this round.

Cloaking Device
Instead of performing a normal Action, you may disable this card to perform a [Cloak] Action. While you have a [Cloak] token beside your ship you may perform a [Sensor Echo] Action even if this card is disabled. This Upgrade costs +5 Squadron Points for any non-Keldon Class ship.

Let this be another lesson in why card text should be quoted when asking a question.
kmccallig 15416089
Question on Bio-Electric Interface:

Action: Discard this card to target all ships within range 1-3 of your ship. Target ships must discard all Tokens placed beside their ships except for Auxiliary Power Tokens. A ship that discards a Cloak Token may immediately raise its Shields. In addition your ship cannot be target locked this round. This upgrade may only be purchased for Species 8472 ship.



My question is what counts as a Token?

Best example is Drex and N'Garen. The Drex card did not come with a token, but the N'Garen one did. Does this mean that Bio-Electric Interface can counter an already played N'Garen, but can't counter Drex?

I know most of the people I play with don't bother with the 'reminder tokens' that come with some specific cards.

Sorry if this is a dumb question
Keith Mc
Novacat 15416140
There is a distinct difference between actual token, such as Evasive, Battle Stations, Target Lock, and Cloak, and "reminder" tokens, such a N'Garen and the critical effect tokens. Reminder tokens are only there for the benefit of the players, and do not actually "exist" as far as the game rules are concerned.
Andrew Parks 15423814
FYI: The FAQ has been updated with several key rulings from the past several days.
Novacat 15426690
The new Borg card, Borg Ablative Armor, says:
"When defending, convert all of your opponents' [crit] results into [hit] results and place all the damage cards that your ship receives beneath this card."

Does this effectively negate the damage? For example, effects that care about how much damage is dealt on an attack (The Bioship's ability, that Kazon secondary weapon, or the Breen Energy Dissipator). Is this then the Borg's best defense against the Breen?
cminion 15426835
Borg Card: Feedback Pulse

Does the attack ship get to roll any defence against this? Can the defender use rerolls?


Does a borg ship need to be captained by a Drone?
delta_angelfire 15426893
please quote card text when asking questions
XanderF 15427568
Can the Borg 'spin' maneuver trigger a collision? That is, as the bases are not exactly 'perfect squares' - if I have a ship plow into my left side, colliding with me, their base would be moved back until we were just 'touching'...but we WOULD be practically touching with him flat against my left base-side. So when I 'spin' to the right...does my base kicking out to the side collide with him?

(Or does the 'spin' not count as a distinct maneuver at all, so this would be treated as roughly the same thing as a 'template overlap' during maneuver - IE., I just fly right past him? And, if so, how does that interact with minefields and such, that IS impacted by template placement? IE., someone drops an antimatter minefield right next to me - touching, but not overlapping, one side. If I 'spin' the opposite direction, my base does briefly overlap it, so...is that a 'hit'?)
Andrew Parks 15428242

Novacat wrote:

The new Borg card, Borg Ablative Armor, says:
"When defending, convert all of your opponents' [crit] results into [hit] results and place all the damage cards that your ship receives beneath this card."

Does this effectively negate the damage? For example, effects that care about how much damage is dealt on an attack (The Bioship's ability, that Kazon secondary weapon, or the Breen Energy Dissipator). Is this then the Borg's best defense against the Breen?


It does not actually negate the damage, it simply gives you a new place to put the damage cards. So it does not protect them from the Energy Dissipator, for example.
Andrew Parks 15428280

cminion wrote:

Borg Card: Feedback Pulse

Does the attack ship get to roll any defence against this? Can the defender use rerolls?


Does a borg ship need to be captained by a Drone?


1) Feedback Pulse: The damage is assigned directly, so no defense dice are involved.

2) Borg ships do not need to be captained by Drones. Drones can be Captains on non-Borg ships.
XanderF 15428374

Andrew Parks wrote:

2) Borg ships do not need to be captained by Drones.


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?
delta_angelfire 15428382
When I attack a ship with feedback pulse, if I use an effect like scotty which gives me "+2 attack dice this round", can I elect not to use them?

If I have a target lock on a ship that uses feedback pulse against me, can I spend it to re-roll my dice (i.e., trying to roll my hits into blanks)?

XanderF wrote:


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?


TOs that enforce "faction purity" ;-) Then again, the same has been said of barrage and conditional surrender, etc.
Andrew Parks 15428424

XanderF wrote:

Andrew Parks wrote:

2) Borg ships do not need to be captained by Drones.


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?


It was my understanding that the 360 arc was considered a forward arc, but I wasn't sure, so I will follow up with Chris, who designed the Borg.
Andrew Parks 15428441

delta_angelfire wrote:

When I attack a ship with feedback pulse, if I use an effect like scotty which gives me "+2 attack dice this round", can I elect not to use them?

If I have a target lock on a ship that uses feedback pulse against me, can I spend it to re-roll my dice (i.e., trying to roll my hits into blanks)?

XanderF wrote:


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?


TOs that enforce "faction purity" ;-) Then again, the same has been said of barrage and conditional surrender, etc.


Please note that these are preliminary responses, but I believe the answer to both of your questions is yes.
koku_ryu 15428450


When I use Quantum Singularity, it removes all the tokens by my ship. would this include the current drone token?
XanderF 15428482

delta_angelfire wrote:

Then again, the same has been said of barrage and conditional surrender, etc.


Sure, but both of are ostensibly one-shot upgrades. With Picard on a sphere, with Counter-attack, you just take BS from Picard, and Counter-attack as the ship action...every turn. Why not? Unlike barrage or conditional surrender, you lose or risk nothing doing it. Just...anyone that attacks you, you wallop in the face. 360 degree arc guarantees that anyone who CAN attack you, you can attack back?

As discussed on an FB thread...


Sphere 4270 (40)
+ Picard (7)
+ Counter Attack (4)
+ Borg Ablative Armor (10)
+ Borg Ablative Armor (10)
+ Valtane (4)
+ High Energy Sensor Sweep (6)
+ Flagship Independent-Fed (10)
+ Boheeka (3)
+ Secondary Shield Emitters (4)
----
98 pts

Actions most turns will be:
- Picard: BS
- HESS: Scan
- Ship: Counter Attack, or Secondary Emitters if shield repair is needed

It has 8 shields, 8 hull, 8 'ablative armor' (basically extra hull that is hit first and crits just damage as a regular hit), base attack of '7' in 360-degrees, targets roll 1 less evade, I re-roll two dice per attack, directly convert one blank to a hit per attack, and can convert all BS to hits once a round. And if you can shoot at me - I can shoot at you, so counter-attack pretty much guarantees me two 7-point attacks a turn. (Given above odds, for the math-limited: this means I'm statistically likely to get 12 hits a turn, EVERY turn) Oh, unless you are at range 1. Then it's two 8-point attacks a turn. Each at 360 degrees.


...I dunno, I'm not sure it's a "FAQ" question, other than to ask...I GOTTA be missing something that makes this illegal, right? Because, as it is, it just sounds...not fun to play against.

There are no 'decisions' to make as this ship - just fly away from any spot the enemy could force a collision. Actions: (HESS) scan, (Picard) BS, (ship) counter-attack. If the enemy ships are all out of range, great, nothing happens. If anyone is in range - they can *try* to shoot you, but they'll be dead in your return fire that same turn. Rinse/repeat.

Andrew Parks wrote:

XanderF wrote:

Andrew Parks wrote:

2) Borg ships do not need to be captained by Drones.


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?


It was my understanding that the 360 arc was considered a forward arc, but I wasn't sure, so I will follow up with Chris, who designed the Borg.


Thanks! Yeah, if it *is* considered a 'forward arc'...oof. That makes these guys...ugly. Like, "game breaking" ugly.
Andrew Parks 15428583

koku_ryu wrote:



When I use Quantum Singularity, it removes all the tokens by my ship. would this include the current drone token?


No, the drone token is simply an indicator of your current captain skill, similar to the tombstone that is normally on the ship base.
koku_ryu 15428614

Andrew Parks wrote:

koku_ryu wrote:



When I use Quantum Singularity, it removes all the tokens by my ship. would this include the current drone token?


No, the drone token is simply an indicator of your current captain skill, similar to the tombstone that is normally on the ship base.


I assume the Tractor Beam tokens would work similar target locks and get dropped by Quantum Singularity?
Andrew Parks 15428721
FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

EDIT: I struck the Valdore sentence following a ruling made today.

Thanks,

Andrew
Andrew Parks 15428722

koku_ryu wrote:

Andrew Parks wrote:

koku_ryu wrote:



When I use Quantum Singularity, it removes all the tokens by my ship. would this include the current drone token?


No, the drone token is simply an indicator of your current captain skill, similar to the tombstone that is normally on the ship base.


I assume the Tractor Beam tokens would work similar target locks and get dropped by Quantum Singularity?


Correct.
Andrew Parks 15428737

XanderF wrote:

Can the Borg 'spin' maneuver trigger a collision? That is, as the bases are not exactly 'perfect squares' - if I have a ship plow into my left side, colliding with me, their base would be moved back until we were just 'touching'...but we WOULD be practically touching with him flat against my left base-side. So when I 'spin' to the right...does my base kicking out to the side collide with him?

(Or does the 'spin' not count as a distinct maneuver at all, so this would be treated as roughly the same thing as a 'template overlap' during maneuver - IE., I just fly right past him? And, if so, how does that interact with minefields and such, that IS impacted by template placement? IE., someone drops an antimatter minefield right next to me - touching, but not overlapping, one side. If I 'spin' the opposite direction, my base does briefly overlap it, so...is that a 'hit'?)


1. Obstacles / Minefields: Only the Maneuver Template and final position of the ship base matter. So if you spin onto an obstacle / minefield prior to movement, you are not affected.

2. Other ships: Similar to #1, this is not considered to be actually bumping a ship (i.e. you don't lose your Action). For practicality sake, the players should move the ship away from the other ship prior to movement, however.
XanderF 15429002

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew


*Phew*

Thanks a million! That really helps - wow, youhavenoidea...
PaladinH 15430119

XanderF wrote:

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew


*Phew*

Thanks a million! That really helps - wow, youhavenoidea...


That's kind of a huge clarification, that will not be obvious to players who do not come the FAQ. Maybe it should included in future Borg rules inserts?
bubblewrap 15431225
Do the Borg assimilation tubules require from the target ship to have no active shields and/or be decloaked?

Thanks!
alepperd 15431488

cminion wrote:

Borg Card: Feedback Pulse

Does the attack ship get to roll any defence against this? Can the defender use rerolls?


What happens to critical results with Feedback Pulse as a result of the "the attacking ship cannot receive critical damage" text?

Are criticals discarded, or converted to normal (face down) damage?
Mordaenor 15432296

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew


Any 360 Arc? Wow. That renders my OP6 strategy of flying a Barrage of Fire ship close to a controlled DS9 blatantly illegal.
Andrew Parks 15432572

bubblewrap wrote:

Do the Borg assimilation tubules require from the target ship to have no active shields and/or be decloaked?

Thanks!


Nope.
Andrew Parks 15432576

alepperd wrote:

cminion wrote:

Borg Card: Feedback Pulse

Does the attack ship get to roll any defence against this? Can the defender use rerolls?


What happens to critical results with Feedback Pulse as a result of the "the attacking ship cannot receive critical damage" text?

Are criticals discarded, or converted to normal (face down) damage?


They are converted to normal damage.
Jonas Albrecht 15433114
How much does Tahna Los' secret Tech upgrade cost? Is it just straight up 3, or 3+1 when it's out of faction?
Andrew Parks 15433290

Jonas Albrecht wrote:

How much does Tahna Los' secret Tech upgrade cost? Is it just straight up 3, or 3+1 when it's out of faction?


Similar to Kirk's ability, it's 3+1.
dstair2002 15433819
Can the Borg use Flag Ship cards? or any resource?
Mordaenor 15434054

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew



This would seem to reverse the earlier ruling that DS9's 360 arc IS a Forward Arc.

http://boardgamegeek.com/article/13399709#13399709
KayJay2011 15434322
Can damage done by a Suicide Run be canceled by Feedback Pulse?
hockeyjedi 15434505

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Oh my god, that would be hilarious.
SteRT 15434638
Borg Ablative Hull Armour (BAHA)

When defending, convert all of your opponents' [Critical] results into [Hit] results and place all the damage cards that your ship receives beneath this card. Once there are 4 damage cards beneath this card, discard this Upgrade and all damage cards beneath it. All excess damage affects the ship as normal.



1) If the BAHA is disabled does it still work.

Example:

A Borg Sphere has BAHA with 1 damage card already under it.

I use Miles O'Brien to disable the BAHA and then attack later in the turn while it is disabled and score a hit and a critical.

Does:

a)the critical still get converted to a hit and then both hits are placed under the BAHA

OR:

b)the hit and critical cause damage as normal ignoring the disabled BAHA.

2a) Can Superior Intellect be used to steal a Borg Upgrade.

If yes:

2b) If it is used to steal BAHA that already has 2 damage cards under it does the new ship get to use it from scratch or can it still only absorb 2 more hits.

3) Do hits that get placed under the BAHA count as cancelled hits.

For example a Borg Sphere with Tetryon Emissions is attacked by a Kazon Photonic Pulse.

It is hit 3 times but can roll 3 defence dice due to the Tetryon emissions and evades 2 hits, the third hit is placed under the BAHA.

Do all 3 hits count as cancelled or just the first 2 since the ship receives the 3rd hit (even though it takes no damage).

This is important as if the 3rd hit counts as uncancelled the Borg Sphere receives an Auxiliary Power Token.

------------------------

Really loving this new wave of ships, there are some really nice additions to the feel of the game.

Mordaenor 15434647

hockeyjedi wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Oh my god, that would be hilarious.


It's the long awaited counter to the Suicide Attack Cheat Death combo.
"Crash! I Cheat Death"
"Feedback Pulse. No, no you don't."
alepperd 15434661

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew


Does this mean that Nuclear Warhead can be placed anywhere at range 1 not on top of an enemy ship?


And that Ferengi EM pulse could be used against any ship in range 1-2?
Disable this card to target a ship at Range 1-2 that is not in your forward arc. Place an Auxiliary Power Token beside the target ship. The target ship rolls 2 less attack dice this round.



...Or... does this mean they simply cannot be placed/used by the sphere, since nothing can be "outside" of a firing arc that "doesn't exist?"
Mordaenor 15434732

alepperd wrote:

...Or... does this mean they simply cannot be placed/used by the sphere, since nothing can be "outside" of a firing arc that "doesn't exist?"


If Varel always gets +1 for being "outside of the forward arc" I imagine this would apply to any other upgrade with similar requirements, such as Conditional Surrender and Nuclear Warhead.
alepperd 15434865

Mordaenor wrote:

alepperd wrote:

...Or... does this mean they simply cannot be placed/used by the sphere, since nothing can be "outside" of a firing arc that "doesn't exist?"


If Varel always gets +1 for being "outside of the forward arc" I imagine this would apply to any other upgrade with similar requirements, such as Conditional Surrender and Nuclear Warhead.


Good point.

I think it would have been more elegant to print an arc for the purpose of those types of upgrades, like FFG did for the falcon, or just call the 360 it's front arc. A ship with "no firing arcs" that can nonetheless fire 360 creates odd interactions and corner cases, though I guess the "always outside" rule will at least cover the most immediate ones.
Ender02 15434900

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew


That really sucks, but you guys get to make the calls. As much as this will solve problems like torpedos and Counter Attack (although Borg ships did have missiles, which if they get made, will need special rules now because of this). It also opens the door for all sorts of shenanigans with Mines, Nuclear Warheads, Ferengi EM Pulse and more. Not to mention that it completely contradicts a previous ruling on DS9's 360' arc and counter attack.

Please rethink this ruling as it will cause nothing but problems in the future and with new players. People playing faction pure (which a lot of places do anyway) will take care of the majority of problems here without need of a special ruling. This just seems to solve a problem that really didn't need to be fixed by changing a ruling that was made 6 months ago for little to no reason.
Andrew Parks 15434962

dstair2002 wrote:

Can the Borg use Flag Ship cards? or any resource?


Yes.
H00D4M4N 15434964

Mordaenor wrote:

alepperd wrote:

...Or... does this mean they simply cannot be placed/used by the sphere, since nothing can be "outside" of a firing arc that "doesn't exist?"


If Varel always gets +1 for being "outside of the forward arc" I imagine this would apply to any other upgrade with similar requirements, such as Conditional Surrender and Nuclear Warhead.


You mean Valdore.
Andrew Parks 15434981

Mordaenor wrote:

Andrew Parks wrote:

FYI: I spoke to Chris and he has confirmed that a 360 degree firing arc is NOT considered a forward or rear firing arc. Therefore, Counter Attack does not work on the Borg Sphere, Photon Torpedoes with this text cannot be fired from a Borg Sphere, Captain Valdore always rolls +1 attack die against a Borg Sphere, etc.

Thanks,

Andrew



This would seem to reverse the earlier ruling that DS9's 360 arc IS a Forward Arc.

http://boardgamegeek.com/article/13399709#13399709


I did use that wording (carelessly) back in September. Now that we have normal ships with these firing arcs, we needed to define this more precisely. It will be added to the FAQ in due order.
Andrew Parks 15434990

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.
rtsuk 15435110

Ender02 wrote:

It also opens the door for all sorts of shenanigans with Mines, Nuclear Warheads, Ferengi EM Pulse and more.


I think you are exaggerating a bit here.

I don't see any mine shenanigans possible. It's true that Nuclear Warheads and Ferengi EM Pulse get 90 degrees more of arc where they can be used, but that's hardly rates shenanigan. Actually, nothing would make me happier than to see a Borg sphere using up a slot with Nuclear Warheads.
Andrew Parks 15435341
Following all of your excellent feedback, Chris and I have agreed that there is a need for a more concrete definition of a 360º firing arc. So after much discussion, this is the wording we plan to add to the FAQ later today.

A ship with a 360º firing arc has neither a forward firing arc nor a rear firing arc. Therefore, any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire any existing Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.


We acknowledge that this revises earlier discussions of both DS9 and Captain Valdore, but our goal is to make sure that the game remains balanced in the face of captains flying around in geometric shapes that defy the ordinary concept of space warfare. cool
Andrew Parks 15435425

SteRT wrote:

Borg Ablative Hull Armour (BAHA)

When defending, convert all of your opponents' [Critical] results into [Hit] results and place all the damage cards that your ship receives beneath this card. Once there are 4 damage cards beneath this card, discard this Upgrade and all damage cards beneath it. All excess damage affects the ship as normal.



1) If the BAHA is disabled does it still work.

Example:

A Borg Sphere has BAHA with 1 damage card already under it.

I use Miles O'Brien to disable the BAHA and then attack later in the turn while it is disabled and score a hit and a critical.

Does:

a)the critical still get converted to a hit and then both hits are placed under the BAHA

OR:

b)the hit and critical cause damage as normal ignoring the disabled BAHA.

2a) Can Superior Intellect be used to steal a Borg Upgrade.

If yes:

2b) If it is used to steal BAHA that already has 2 damage cards under it does the new ship get to use it from scratch or can it still only absorb 2 more hits.

3) Do hits that get placed under the BAHA count as cancelled hits.

For example a Borg Sphere with Tetryon Emissions is attacked by a Kazon Photonic Pulse.

It is hit 3 times but can roll 3 defence dice due to the Tetryon emissions and evades 2 hits, the third hit is placed under the BAHA.

Do all 3 hits count as cancelled or just the first 2 since the ship receives the 3rd hit (even though it takes no damage).

This is important as if the 3rd hit counts as uncancelled the Borg Sphere receives an Auxiliary Power Token.

------------------------

Really loving this new wave of ships, there are some really nice additions to the feel of the game.



1. The answer is B. Like all Upgrades, it does not function while disabled.

2. The answer is B. The existing damage cards transfer along with it, so you steal damaged armor, conceptually.

3. No. The hits are not cancelled, they are simply allocated to the Ablative Hull.
ThatDude 15435473

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?

moreover ... how does Antimatter Mines fit into this?
ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [HIT] or [CRITICAL HIT] damages the ship as normal.

So does Feedback Pulse work against this too? I take damage from my own mines from feedback?

How about Gelnon?
ACTION: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attach dice. The target ship does not roll defense dice against this attack and sustains damage as normal for each [HIT] or [DIRECT HIT], if you roll at least 1 [BATTLESTATIONS] result, place a [BATTLESTATIONS] Token beside your ship.

William T. Riker?

Not that these examples are really going to be used because of the return but same question.

I am just sad now ...
Andrew Parks 15435540

ThatDude wrote:

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?

moreover ... how does Antimatter Mines fit into this?
ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [HIT] or [CRITICAL HIT] damages the ship as normal.

So does Feedback Pulse work against this too? I take damage from my own mines from feedback?

How about Gelnon?
ACTION: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attach dice. The target ship does not roll defense dice against this attack and sustains damage as normal for each [HIT] or [DIRECT HIT], if you roll at least 1 [BATTLESTATIONS] result, place a [BATTLESTATIONS] Token beside your ship.

William T. Riker?

Not that these examples are really going to be used because of the return but same question.

I am just sad now ...


Feedback Pulse will work in all of these examples EXCEPT a minefield that a player moves into during the Activation Phase (which is now independent of the ship) OR Will Riker (who is not an attack).

EDIT: Added Will Riker as being immune.
ThatDude 15435589

Andrew Parks wrote:

ThatDude wrote:

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?

moreover ... how does Antimatter Mines fit into this?
ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [HIT] or [CRITICAL HIT] damages the ship as normal.

So does Feedback Pulse work against this too? I take damage from my own mines from feedback?

How about Gelnon?
ACTION: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attach dice. The target ship does not roll defense dice against this attack and sustains damage as normal for each [HIT] or [DIRECT HIT], if you roll at least 1 [BATTLESTATIONS] result, place a [BATTLESTATIONS] Token beside your ship.

William T. Riker?

Not that these examples are really going to be used because of the return but same question.

I am just sad now ...


Feedback Pulse will work in all of these examples EXCEPT a minefield that a player moves into during the Activation Phase (which is now independent of the ship).


I do NOT agree with the Suicide Attack ruling ...
Mordaenor 15435653

Andrew Parks wrote:

ThatDude wrote:

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?

moreover ... how does Antimatter Mines fit into this?
ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [HIT] or [CRITICAL HIT] damages the ship as normal.

So does Feedback Pulse work against this too? I take damage from my own mines from feedback?

How about Gelnon?
ACTION: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attach dice. The target ship does not roll defense dice against this attack and sustains damage as normal for each [HIT] or [DIRECT HIT], if you roll at least 1 [BATTLESTATIONS] result, place a [BATTLESTATIONS] Token beside your ship.

William T. Riker?

Not that these examples are really going to be used because of the return but same question.

I am just sad now ...


Feedback Pulse will work in all of these examples EXCEPT a minefield that a player moves into during the Activation Phase (which is now independent of the ship).


Even Will Riker?

His ability is not considered an attack, is the target ship still defending if its not being attacked?

http://www.boardgamegeek.com/wiki/page/STAW:William_T._Riker
Andrew Parks 15436302

Mordaenor wrote:

Andrew Parks wrote:

ThatDude wrote:

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?

moreover ... how does Antimatter Mines fit into this?
ATTACK: Discard this card and place a Minefield Token in your rear firing arc at Range 1. If you place this token on a ship, or if a ship enters the minefield, roll 4 attack dice. Any [HIT] or [CRITICAL HIT] damages the ship as normal.

So does Feedback Pulse work against this too? I take damage from my own mines from feedback?

How about Gelnon?
ACTION: Target an enemy ship in your forward firing arc within Range 1 and immediately roll 2 attach dice. The target ship does not roll defense dice against this attack and sustains damage as normal for each [HIT] or [DIRECT HIT], if you roll at least 1 [BATTLESTATIONS] result, place a [BATTLESTATIONS] Token beside your ship.

William T. Riker?

Not that these examples are really going to be used because of the return but same question.

I am just sad now ...


Feedback Pulse will work in all of these examples EXCEPT a minefield that a player moves into during the Activation Phase (which is now independent of the ship).


Even Will Riker?

His ability is not considered an attack, is the target ship still defending if its not being attacked?

http://www.boardgamegeek.com/wiki/page/STAW:William_T._Riker


You are correct, Will Riker is not an attack so he would be immune to the Feedback Pulse. Should have looked at that more closely before lumping him in. blush
Magentawolf 15436539

ThatDude wrote:



this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?



You're being 'That Guy'.

This isn't physics, it's interactions among cards that follow the rules of the game. Feedback Pulse affects attacks, of which Suicide Attack is counted among.
hockeyjedi 15436594

Magentawolf wrote:

ThatDude wrote:



this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?



You're being 'That Guy'.

This isn't physics, it's interactions among cards that follow the rules of the game. Feedback Pulse affects attacks, of which Suicide Attack is counted among.


Internet high-five.
delta_angelfire 15437000
Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?
kobold47 15437152

Magentawolf wrote:

ThatDude wrote:



this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?



You're being 'That Guy'.

This isn't physics, it's interactions among cards that follow the rules of the game. Feedback Pulse affects attacks, of which Suicide Attack is counted among.


Plus, these sorts of theme complaints have plagued Suicide Attack from the start: "if the attack misses, why does it still destroy your ship?" and so on. Best guess is that you set your warp core to overload as part of the attack. Note that this also explains Feedback Pulse, for those of us who need every dang card interaction to have an in-universe explanation.
Illyth 15437212

ThatDude wrote:

Andrew Parks wrote:

KayJay2011 wrote:

Can damage done by a Suicide Run be canceled by Feedback Pulse?


Yep.


this makes absolutely NO sense ... feedback is for energy. You are telling me that I can Physically ram a Borg ship with my ship AND It negates half that damage AND redirects half that damage back?

How is this physically possible?



Umm... a ship physically ramming another ship DOES involve energy. Any high school physics class should teach you that.

If Picard can casually convert electrical energy into matter (and kinetic energy in the form of heat) to make a cup of Earl Grey in his ready room, surely the more advanced Borg can do the same in reverse with a relatively tiny Jem'Hadar fighter.

/nerd
hockeyjedi 15437489

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


I would say you cannot sensor echo over it, if your maneuver template you use to measure the echo crosses the web strand.
delta_angelfire 15437524

hockeyjedi wrote:

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


I would say you cannot sensor echo over it, if your maneuver template you use to measure the echo crosses the web strand.


I appreciate the attempt hockeyjedi, but Sensor Echo has been ruled as "not a maneuver" before in the case of mines. The faq thread is meant for official rulings, if you don't have evdence or a ruling link to back it up, personal opinions are meaningless here.
Andrew Parks 15437532

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


My understanding is that, if you are outside the web area, you are destroyed.
hockeyjedi 15437776

delta_angelfire wrote:

hockeyjedi wrote:

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


I would say you cannot sensor echo over it, if your maneuver template you use to measure the echo crosses the web strand.


I appreciate the attempt hockeyjedi, but Sensor Echo has been ruled as "not a maneuver" before in the case of mines. The faq thread is meant for official rulings, if you don't have evdence or a ruling link to back it up, personal opinions are meaningless here.


Fair enough. And I understand that my opinion is meangingless. However, in the interest of bringing multiple opinions and their rationales to Andrew Parks' attention for consideration, as his opinion is not meangingless; I will just say that, in the strict reading of the EWTs and Guide Tokens rule that "any ship whose base or maneuver template overlaps it is destroyed" does not say the maneuver template placement only applies to the initial dialed-in movement. It will be a pretty lame scenario if all it takes to ignore the constricting playspace is to sensor echo out and then diddy-bop around outside waiting for time to expire. Cloaking devices will make the Tholian Web meaningless in that case. Let's just say "everyone bring a cloaking device and we'll just have a big open space battle".

Let's not forget that Andrew has reversed a previous ruling, regarding whether a 360 firing arc is or is not a "forward arc", just today. Rules can change and be errata-ed
Illyth 15437876

hockeyjedi wrote:

delta_angelfire wrote:

hockeyjedi wrote:

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


I would say you cannot sensor echo over it, if your maneuver template you use to measure the echo crosses the web strand.


I appreciate the attempt hockeyjedi, but Sensor Echo has been ruled as "not a maneuver" before in the case of mines. The faq thread is meant for official rulings, if you don't have evdence or a ruling link to back it up, personal opinions are meaningless here.


Fair enough. And I understand that my opinion is meangingless. However, in the interest of bringing multiple opinions and their rationales to Andrew Parks' attention for consideration, as his opinion is not meangingless; I will just say that, in the strict reading of the EWTs and Guide Tokens rule that "any ship whose base or maneuver template overlaps it is destroyed" does not say the maneuver template placement only applies to the initial dialed-in movement. It will be a pretty lame scenario if all it takes to ignore the constricting playspace is to sensor echo out and then diddy-bop around outside waiting for time to expire. Cloaking devices will make the Tholian Web meaningless in that case. Let's just say "everyone bring a cloaking device and we'll just have a big open space battle".

Let's not forget that Andrew has reversed a previous ruling, regarding whether a 360 firing arc is or is not a "forward arc", just today. Rules can change and be errata-ed


The event rules strongly imply that, in effect, the play area in the Tholian Web simply shrinks:

Tholian Web OP Instructions wrote:

Once the Web is complete, no more EWTs are placed and
players must finish the battle in the 12” x 12” play area
created by the Web.


The fact that players "must finish" in that 12" x 12" area (yikes!) kind of rules out any possibility of Sensor Echoing out of it. To do so would essentially be equivalent to flying off the board edge.
Bjordgamer 15438126
Question about the Borg's movement and the Transwarp Drive. By revealing the left or right 4 straight movement, can the Borg ship change it to a 6 instead?

Transwarp Drive:

During the activation phase, if your maneuver dial reveals a (straight) 4 or (straight) 5 maneuver, you may instead use a (straight) 6 maneuver.

rtsuk 15438188

Bjordgamer wrote:

Question about the Borg's movement and the Transwarp Drive. By revealing the left or right 4 straight movement, can the Borg ship change it to a 6 instead?

Transwarp Drive:

During the activation phase, if your maneuver dial reveals a (straight) 4 or (straight) 5 maneuver, you may instead use a (straight) 6 maneuver.



They are spin maneuvers, not straight maneuvers, so no.
XanderF 15438301

Illyth wrote:

hockeyjedi wrote:

delta_angelfire wrote:

hockeyjedi wrote:

delta_angelfire wrote:

Tholian Web OP

"A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base"

Can I sensor echo over an Energy Web Token?

Rules as written (in the long 10 step process of setting up energy webs) it is possible for a ship to end up outside the web if it is within the 4" x 12" area that is being sectioned off that turn.
Is this intentional?


I would say you cannot sensor echo over it, if your maneuver template you use to measure the echo crosses the web strand.


I appreciate the attempt hockeyjedi, but Sensor Echo has been ruled as "not a maneuver" before in the case of mines. The faq thread is meant for official rulings, if you don't have evdence or a ruling link to back it up, personal opinions are meaningless here.


Fair enough. And I understand that my opinion is meangingless. However, in the interest of bringing multiple opinions and their rationales to Andrew Parks' attention for consideration, as his opinion is not meangingless; I will just say that, in the strict reading of the EWTs and Guide Tokens rule that "any ship whose base or maneuver template overlaps it is destroyed" does not say the maneuver template placement only applies to the initial dialed-in movement. It will be a pretty lame scenario if all it takes to ignore the constricting playspace is to sensor echo out and then diddy-bop around outside waiting for time to expire. Cloaking devices will make the Tholian Web meaningless in that case. Let's just say "everyone bring a cloaking device and we'll just have a big open space battle".

Let's not forget that Andrew has reversed a previous ruling, regarding whether a 360 firing arc is or is not a "forward arc", just today. Rules can change and be errata-ed


The event rules strongly imply that, in effect, the play area in the Tholian Web simply shrinks:

Tholian Web OP Instructions wrote:

Once the Web is complete, no more EWTs are placed and
players must finish the battle in the 12” x 12” play area
created by the Web.


The fact that players "must finish" in that 12" x 12" area (yikes!) kind of rules out any possibility of Sensor Echoing out of it. To do so would essentially be equivalent to flying off the board edge.


I think the top of page 2 spells it out even clearer:

NOTE: Energy Lines are considered to be the edge of the play area


That seems pretty comprehensive. You can't "sensor echo" across a web, as you'd be echoing out of the play area = instant loss. You can't "quantum singularity" into one of the walled-off sections of the map, as that is outside of the player area = instant loss. etc.
TheWaspinator 15438547
Obviously, Feedback Pulse uses a triple-phased phlogistin field to redirect the kinetic energy away from it. Any 24th century high school physics student could tell you that!
arken42 15438977
Sorry for not quoting rules but I'm on my mobile right now....

So my take is feedback pulse also effects special weapons the same?

Such as Breen energy dissipator or phased polaron beam.

These will damage your ship in the same way they would damage an enemy ship?

I'm on the same page as thinking this is going to be an overpowered card, no suicide attack, special attacks that would cripple the Borg will be useless.
I'm not seeing any good anti-Borg builds right now, maybe voyager will have some stuff but I don't want to use that ship all of the time.
Andrew Parks 15439422

arken42 wrote:

Sorry for not quoting rules but I'm on my mobile right now....

So my take is feedback pulse also effects special weapons the same?

Such as Breen energy dissipator or phased polaron beam.

These will damage your ship in the same way they would damage an enemy ship?

I'm on the same page as thinking this is going to be an overpowered card, no suicide attack, special attacks that would cripple the Borg will be useless.
I'm not seeing any good anti-Borg builds right now, maybe voyager will have some stuff but I don't want to use that ship all of the time.


Neither Feedback Pulse nor Ablative Armor have any effect on the Energy Dissipator, as it does not inflict damage.
koku_ryu 15440043

Andrew Parks wrote:

Following all of your excellent feedback, Chris and I have agreed that there is a need for a more concrete definition of a 360º firing arc. So after much discussion, this is the wording we plan to add to the FAQ later today.

A ship with a 360º firing arc has neither a forward firing arc nor a rear firing arc. Therefore, any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire any existing Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.


We acknowledge that this revises earlier discussions of both DS9 and Captain Valdore, but our goal is to make sure that the game remains balanced in the face of captains flying around in geometric shapes that defy the ordinary concept of space warfare. :cool:



What about torpedoes like the Negh'var STAW:Photon Torpedoes which have no text about forward or rear arcs? (just covering all the bases here)
Novacat 15440108

Andrew Parks wrote:

arken42 wrote:

Sorry for not quoting rules but I'm on my mobile right now....

So my take is feedback pulse also effects special weapons the same?

Such as Breen energy dissipator or phased polaron beam.

These will damage your ship in the same way they would damage an enemy ship?

I'm on the same page as thinking this is going to be an overpowered card, no suicide attack, special attacks that would cripple the Borg will be useless.
I'm not seeing any good anti-Borg builds right now, maybe voyager will have some stuff but I don't want to use that ship all of the time.


Neither Feedback Pulse nor Ablative Armor have any effect on the Energy Dissipator, as it does not inflict damage.

So it's true... The Borg have no defense against the Breen.
kobold47 15440169

Novacat wrote:

Andrew Parks wrote:

arken42 wrote:

Sorry for not quoting rules but I'm on my mobile right now....

So my take is feedback pulse also effects special weapons the same?

Such as Breen energy dissipator or phased polaron beam.

These will damage your ship in the same way they would damage an enemy ship?

I'm on the same page as thinking this is going to be an overpowered card, no suicide attack, special attacks that would cripple the Borg will be useless.
I'm not seeing any good anti-Borg builds right now, maybe voyager will have some stuff but I don't want to use that ship all of the time.


Neither Feedback Pulse nor Ablative Armor have any effect on the Energy Dissipator, as it does not inflict damage.

So it's true... The Borg have no defense against the Breen.


...except Assimilation Tubules


edit: also maneuvering, and smashing the Breen to pieces before they get into range. Y'know. The usual.
Andrew Parks 15440746

koku_ryu wrote:

Andrew Parks wrote:

Following all of your excellent feedback, Chris and I have agreed that there is a need for a more concrete definition of a 360º firing arc. So after much discussion, this is the wording we plan to add to the FAQ later today.

A ship with a 360º firing arc has neither a forward firing arc nor a rear firing arc. Therefore, any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire any existing Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.


We acknowledge that this revises earlier discussions of both DS9 and Captain Valdore, but our goal is to make sure that the game remains balanced in the face of captains flying around in geometric shapes that defy the ordinary concept of space warfare. cool



What about torpedoes like the Negh'var STAWhoton Torpedoes which have no text about forward or rear arcs? (just covering all the bases here)


If the torpedo does not mention a forward or rear firing arc, then it can be used.
hairToday 15441040
Hey Andrew, couple questions about Concussive Charges and the new Borg upgrades. I hope I'm not repeating any questions you've answered before.

First, the text for Concussive Charges:

"Attack, Target Lock, Disable: For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice in addition to suffering damage. You may fire this weapon from your forward or rear firing arcs."


My first question is about Drone tokens. On the reference card, it says that you put the current Drone Token by its ship to mark the current Captain Skill. If that ship is hit by a Concussive Charge, can the firing player choose to remove the current Drone Token? If so, what happens?

Second, if a ship with Feedback Pulse is hit by a Concussive Charge and uses the Feedback Pulse to return the damage to the firer, are any tokens removed? If so, who chooses which tokens are removed? If the original firer gets to choose and, through some turn of circumstance, has an Auxiliary Power token, can the original firer choose to remove the Aux Token?

Thanks again for answering our questions Andrew!
Ender02 15441170

hairToday wrote:

Hey Andrew, couple questions about Concussive Charges and the new Borg upgrades. I hope I'm not repeating any questions you've answered before.

First, the text for Concussive Charges:

"Attack, Target Lock, Disable: For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice in addition to suffering damage. You may fire this weapon from your forward or rear firing arcs."


My first question is about Drone tokens. On the reference card, it says that you put the current Drone Token by its ship to mark the current Captain Skill. If that ship is hit by a Concussive Charge, can the firing player choose to remove the current Drone Token? If so, what happens?

Second, if a ship with Feedback Pulse is hit by a Concussive Charge and uses the Feedback Pulse to return the damage to the firer, are any tokens removed? If so, who chooses which tokens are removed? If the original firer gets to choose and, through some turn of circumstance, has an Auxiliary Power token, can the original firer choose to remove the Aux Token?

Thanks again for answering our questions Andrew!


He answered this a page or two back. The Drone token next to your ship is treated like the Captains Picture tokens that attach to the base of other ships. They are not effected by things like Concussive Charges.
Godzillafreak01 15441964
Got a question for you Andrew,

If I have Cheat Death and I fly through a Tholian Web link energy thing, would I lose all of my shields and draw damage cards until I had all my hull filled, and survive with 1 hull left from Cheat Death?

Only reason I ask is because it seems if you can just move 1 forward and one back you could easily set up a 1 ship build with points to keep another ship alive in the back, just in case you failed.

Also, can we get measurements for the Tholian Web Tokens? So we can play-test them? =D

Drew
Andrew Parks 15442529

Godzillafreak01 wrote:

Got a question for you Andrew,

If I have Cheat Death and I fly through a Tholian Web link energy thing, would I lose all of my shields and draw damage cards until I had all my hull filled, and survive with 1 hull left from Cheat Death?

Only reason I ask is because it seems if you can just move 1 forward and one back you could easily set up a 1 ship build with points to keep another ship alive in the back, just in case you failed.

Also, can we get measurements for the Tholian Web Tokens? So we can play-test them? =D

Drew


Being outside the web is like being outside the play area. Nothing can preserve you at that point.
Andrew Parks 15442542

hairToday wrote:

Hey Andrew, couple questions about Concussive Charges and the new Borg upgrades. I hope I'm not repeating any questions you've answered before.

First, the text for Concussive Charges:

"Attack, Target Lock, Disable: For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice in addition to suffering damage. You may fire this weapon from your forward or rear firing arcs."


My first question is about Drone tokens. On the reference card, it says that you put the current Drone Token by its ship to mark the current Captain Skill. If that ship is hit by a Concussive Charge, can the firing player choose to remove the current Drone Token? If so, what happens?

Second, if a ship with Feedback Pulse is hit by a Concussive Charge and uses the Feedback Pulse to return the damage to the firer, are any tokens removed? If so, who chooses which tokens are removed? If the original firer gets to choose and, through some turn of circumstance, has an Auxiliary Power token, can the original firer choose to remove the Aux Token?

Thanks again for answering our questions Andrew!


Feedback Pulse only lets you affect the Damage Cards, not any other effects.
koku_ryu 15442953
The talk of firing arcs made me think of a question. The STAW:Attack Squadron resources can only fire range 1-2. Would a ship captained by STAW:Valdore in the area that would be the range 3 forward arc of an attack squadron get his +1 attack die, or does that segment of the forward arc still count as in arc for the squadron (just not within range to fire)?

Edit: This looks a little confusing, so to simplify it:
Does the STAW:Attack Squadron have a forward arc that extends only to range 2, or does it have a full range 3 arc but can only shoot to 2?
eldurand 15443114
Borg Ablative Hull Armour (BAHA):

When defending, convert all of your opponents' [Critical] results into [Hit] results and place all the damage cards that your ship receives beneath this card. Once there are 4 damage cards beneath this card, discard this Upgrade and all damage cards beneath it. All excess damage affects the ship as normal.


If you have two BAHAs equipped on your ship, can you choose which one to use on any given attack? Specifically, let's say I have two, and currently one has two damage cards beneath it and the other has none. Can I choose to use the undamaged card to defend rather than continue to use the one that's already taken damage.

Also, can damage that gets past one BAHA immediately be allocated to another?

Thanks.

Magentawolf 15443284

koku_ryu wrote:

The talk of firing arcs made me think of a question. The STAW:Attack Squadron resources can only fire range 1-2. Would a ship captained by STAW:Valdore in the area that would be the range 3 forward arc of an attack squadron get his +1 attack die, or does that segment of the forward arc still count as in arc for the squadron (just not within range to fire)?

Edit: This looks a little confusing, so to simplify it:
Does the STAW:Attack Squadron have a forward arc that extends only to range 2, or does it have a full range 3 arc but can only shoot to 2?


A Firing Arc is just that, an Arc. There's no range requirements to being inside of it.

Check out 'Firing Arc' on page 13 of the rulebook.
Bjordgamer 15443346

rtsuk wrote:

Bjordgamer wrote:

Question about the Borg's movement and the Transwarp Drive. By revealing the left or right 4 straight movement, can the Borg ship change it to a 6 instead?

Transwarp Drive:

During the activation phase, if your maneuver dial reveals a (straight) 4 or (straight) 5 maneuver, you may instead use a (straight) 6 maneuver.



They are spin maneuvers, not straight maneuvers, so no.


If apparently the left and right straight turns are not considered “straight” maneuvers, are they considered as “turns”? Just wondering whether the critical damage, Engine Room Fire, would affect the Borg since they are not turns either? Engine Room Fire text: Treat all Turn maneuvers (Left Turn) or (Right Turn) as Red Maneuvers.
davedujour 15443408

Bjordgamer wrote:

rtsuk wrote:

Bjordgamer wrote:

Question about the Borg's movement and the Transwarp Drive. By revealing the left or right 4 straight movement, can the Borg ship change it to a 6 instead?

Transwarp Drive:

During the activation phase, if your maneuver dial reveals a (straight) 4 or (straight) 5 maneuver, you may instead use a (straight) 6 maneuver.



They are spin maneuvers, not straight maneuvers, so no.


If apparently the left and right straight turns are not considered “straight” maneuvers, are they considered as “turns”? Just wondering whether the critical damage, Engine Room Fire, would affect the Borg since they are not turns either? Engine Room Fire text: Treat all Turn maneuvers (Left Turn) or (Right Turn) as Red Maneuvers.


They aren't Turn Maneuvers, they're Spin Maneuvers. They wouldn't be affected by Engine Room Fire.
SteRT 15444118
If a Borg Captain is disabled (eg by using Chang) I realise they can't spend drone tokens to use their own abilities (eg Tactical Drone: spend a drone token to re-roll attack dice).

However, can they still spend drone tokens for upgrades like "Assimilation Tubules" or is spending one considered part of the Captain's ability (ie not available when disabled).
eldurand 15444189
I've looked in the card Wiki and the FAQ, but cannot find the answer to this question (though I suspect it may already have been answered).

Quantum Torpedoes:
"Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. If the target ship is hit, add 1 [hit] result to your total damage. You may fire this weapon from your forward or rear firing arcs."


When is the [hit] added to the damage? For example, let's say I roll 1 [crit] and 2 [hits]. The defender rolls three evades, meaning he takes no damage. Does that negate the Quantum Torpedoes' ability, since he has not been hit? Or do I add a hit when I roll the attack, meaning he'd have to evade 1 [crit] and 3 [hits]?

Thanks.
aaron2310 15444730
Can you explore a little more about the Adaptation Tokens? Does the opposing player have to spend an action to get rid of the token? If she adapted to the Tubules, could she then use the Tubules that turn or does she have to wait until next turn because they're an action?

The article didn't really explain.

Thanks
cminion 15444796


Does the doctor enable all crew upgrades or only crew upgrade on the same ship as him?
koku_ryu 15444821

cminion wrote:



Does the doctor enable all crew upgrades or only crew upgrade on the same ship as him?


Faq question #1. 'You' or 'Your' means 'This ship'
rtsuk 15444830

cminion wrote:


Does the doctor enable all crew upgrades or only crew upgrade on the same ship as him?


"Your" always refers to the ship where the upgrade is installed.
Mordaenor 15444878

cminion wrote:



Does the doctor enable all crew upgrades or only crew upgrade on the same ship as him?


"You" always refers to the ship, not the whole fleet, per the rulebook, page 21, ""Card Abiliies"

Edit: A tidel wave of Ninjas!
DockterWho 15445139
Hello!

I have a question related to the Borg Assimilation Tubules card. It says:

ACTION: Disable this card and discard 1 Drone Token to target a ship at Range 1-2. Steal [Crew], [Tech], [Weapon] Upgrade from the target ship, even if it exceeds your ship's restrictions. Place a Disabled Upgrade Token on the assimilated Upgrade. You cannot steal a Species 8472 Upgrade with this Action.

Since it does not appear that the Borg Assimilation Tubules is an attack, can I target one of my own friendly ships and steal something from them? For example, if one of my other ships was about to be blown up, can I assimilate (perhaps Scotty) and use him on my Borg vessel?

In Star Trek Voyager, when they were battling Species 8472 with the Borg, and the Borg beamed aboard Voyager (after their cube was blown up), they began to assimilate parts of Voyager.

It was also stated that assimilating was in their nature (paraphrasing), so I thought I would post this question. As the show had many discussions on the ethical implications of assimilation, and whether or not death was better than being assimilated, I wanted to pose this same question in terms of the board game - whether we can let crew die or save them by assimilating them. =)

Cheers,
delta_angelfire 15445317
Seeing as STAW:Superior Intellect works the same way, there seems to be no reason why you couldn't steal from your own ship.
DockterWho 15445361
Hello,

I had another question related to the Borg Assimilation Tubules card, which states:

ACTION: Disable this card and discard 1 Drone Token to target a ship at Range 1-2. Steal [Crew], [Tech], [Weapon] Upgrade from the target ship, even if it exceeds your ship's restrictions. Place a Disabled Upgrade Token on the assimilated Upgrade. You cannot steal a Species 8472 Upgrade with this Action.

I just wanted to clarify if having unique cards is for building purposes only and is not limited to assimilation. For example, would it be possible to assimilate Voyager's 7 of 9 from an opposing ship and be able to use it in conjunction with the Borg's 7 of 9?

I would assume this is fine, but wanted clarification on assimilating unique cards.

Cheers,
Andrew Parks 15445778

eldurand wrote:

Borg Ablative Hull Armour (BAHA):

When defending, convert all of your opponents' [Critical] results into [Hit] results and place all the damage cards that your ship receives beneath this card. Once there are 4 damage cards beneath this card, discard this Upgrade and all damage cards beneath it. All excess damage affects the ship as normal.


1. If you have two BAHAs equipped on your ship, can you choose which one to use on any given attack? Specifically, let's say I have two, and currently one has two damage cards beneath it and the other has none. Can I choose to use the undamaged card to defend rather than continue to use the one that's already taken damage.

2. Also, can damage that gets past one BAHA immediately be allocated to another?

Thanks.



1. Yes

2. Yes (since "normal" implies that you can still use your upgrades)
Andrew Parks 15445803

SteRT wrote:

If a Borg Captain is disabled (eg by using Chang) I realise they can't spend drone tokens to use their own abilities (eg Tactical Drone: spend a drone token to re-roll attack dice).

However, can they still spend drone tokens for upgrades like "Assimilation Tubules" or is spending one considered part of the Captain's ability (ie not available when disabled).


Since the Drone Tokens are part of the rules, you can use them for Upgrades even if the Borg Captain is disabled (but you are correct that you can't use the Captain's text).

Andrew
Andrew Parks 15445820

eldurand wrote:

I've looked in the card Wiki and the FAQ, but cannot find the answer to this question (though I suspect it may already have been answered).

Quantum Torpedoes:
"Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. If the target ship is hit, add 1 [hit] result to your total damage. You may fire this weapon from your forward or rear firing arcs."


When is the [hit] added to the damage? For example, let's say I roll 1 [crit] and 2 [hits]. The defender rolls three evades, meaning he takes no damage. Does that negate the Quantum Torpedoes' ability, since he has not been hit? Or do I add a hit when I roll the attack, meaning he'd have to evade 1 [crit] and 3 [hits]?

Thanks.


If the Quantum Torpedoes' hits and crits are all cancelled, you do not add the extra damage.
Andrew Parks 15445844

DockterWho wrote:

Hello,

I had another question related to the Borg Assimilation Tubules card, which states:

ACTION: Disable this card and discard 1 Drone Token to target a ship at Range 1-2. Steal [Crew], [Tech], [Weapon] Upgrade from the target ship, even if it exceeds your ship's restrictions. Place a Disabled Upgrade Token on the assimilated Upgrade. You cannot steal a Species 8472 Upgrade with this Action.

I just wanted to clarify if having unique cards is for building purposes only and is not limited to assimilation. For example, would it be possible to assimilate Voyager's 7 of 9 from an opposing ship and be able to use it in conjunction with the Borg's 7 of 9?

I would assume this is fine, but wanted clarification on assimilating unique cards.

Cheers,


Yes, you can assimilate Unique Cards, even if you have a copy of that card in your squad.
koku_ryu 15445854

Voyagers 360 attack: I assume this works the same as the Enterprise D's?
Can I use this to gain multiple Aux. tokens?

Chakotay gives 2 free actions, usable by crew only, correct?
Would a STAW:U.S.S. Enterprise captained by Janeway continue to benefit from her double actions, and thus continue to rack up Aux. tokens?

When rolling attack dice, does the defender get the chance to force me to reroll before I can use Bio-Neural Circuitry, or does the line 'for any reason' include rerolls?
Andrew Parks 15445868
By the way, to those who may have noticed, I clearly misremembered Tom Paris's ability when I mentioned months ago that he could increase your Agility. Obviously, he does not. Sorry about that! blush

Andrew
Andrew Parks 15445922

koku_ryu wrote:


1. Voyagers 360 attack: I assume this works the same as the Enterprise D's?
Can I use this to gain multiple Aux. tokens?

2. Chakotay gives 2 free actions, usable by crew only, correct?
3. Would a STAW:U.S.S. Enterprise captained by Janeway continue to benefit from her double actions, and thus continue to rack up Aux. tokens?

4. When rolling attack dice, does the defender get the chance to force me to reroll before I can use Bio-Neural Circuitry, or does the line 'for any reason' include rerolls?


1. Yes and yes.

2. Yes

3. Yes, because she is not repeating the Action, she is just giving you a bonus token.

4. This works like similar cards. You cannot re-roll a die that has already been re-rolled. The phrase "for any reason" means you can use it for attack, defense, clearing a crit effect, etc.

Andrew
alepperd 15446737


Based on the ruling regarding Captain Styles, I assume if B'elanna torres is discarded, stolen, press-ganged, assimilated, killed, or otherwise done away with it has no effect on any upgrades assigned as a result of her ability, correct?
Skyguard 15446869
If Janeway is captaining the U.S.S. Enterprise, with flagship card [SCAN],[BATTLESTATIONS],or [EVADE]. Can I use Janeway on both my normal action bar action, and my free one from the flagship?

Simplified: Can Janeway's text be activated more then once a turn, if multiple action bar actions are taken somehow?


USS Enterprise Text:
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."


XanderF 15447260
So...how does Human-Seven of Nine work with the Ablative Generator?

If I've got Seven on the Defiant, and she flies up next to Voyager with an Ablative Generator on it, does her triggering against that upgrade...what, just give me the ability to use the Ablative Generator on that ship?

Do I get an 'Ablative token' from that, and drop MY shields? Or theirs? If I get the token, I assume that means my ship is 'protected', so...where do my damage cards go? Under THEIR card?
Magentawolf 15448518

Skyguard wrote:

If Janeway is captaining the U.S.S. Enterprise, with flagship card [SCAN],[BATTLESTATIONS],or [EVADE]. Can I use Janeway on both my normal action bar action, and my free one from the flagship?

Simplified: Can Janeway's text be activated more then once a turn, if multiple action bar actions are taken somehow?


USS Enterprise Text:
"The USS Enterprise can perform an Action listed on its Action Bar while it has an Auxiliary Power token."




There's no reason it wouldn't. You would just end up with two aux-power tokens, afterwards.
cminion 15448657
What is the penalty for having multiple aux power tokens against your ship?
H00D4M4N 15448724

cminion wrote:

What is the penalty for having multiple aux power tokens against your ship?


Each green maneuver only clears one of them. And if you have one (or more) you can't perform actions.
traitorarmor 15448744

Andrew Parks wrote:

By the way, to those who may have noticed, I clearly misremembered Tom Paris's ability when I mentioned months ago that he could increase your Agility. Obviously, he does not. Sorry about that! blush

Andrew


Outragious!

The only way to clear this dishonor to the 'House of Parks' is to give another spoiler...I hear the Scimitar might be of interest to some. whistle
Church14 15448807
Ok. So some questions:

Janeway: Put Janeway on the Original Enterprise. Is there a limit to the number of times her text can activate. I'm defaulting to NO. But I'd love a confirmation.

Seven of Nine: Do adaptation tokens persist between turns? Can you have multiple Adaption tokens active at one time?

Transphasic Torpedoes: This says that it can only be PURCHASED for the USS Voyager, but nothing about only being USABLE by Voyager. So in a situation where someone turns on their Ablative Generator (and disables their shields), can I use Superior Intellect to steal the torpedoes for my Kraxon. Can I then fire them from the Kraxon later?

Ablative Generator: The damage cards stay under the ablative generator card even if you turn it on and off, correct? I'm pretty certain this is the case, but I know a few players will abuse that mechanic if they do not. Just looking for a confirmation. Also, can you run more than one ablative generator at a time?


One more question:
Bio-electric interference
ACTION: Discard this card to target all other ships withing range 1-3 of your ship. Target ships must discard all tokens that are beside their ships except for auxiliary power tokens. A ship that discards a [CLOAK] token may immediately raise it's shields. In addiation, you ship cannot be target locked this round. This can only be purchased for a Species 8472 Ship.

So... If someone has the token out for an active ablative generator, and I drop this on them, they lose the benefit of the generator and don't get their shields back?
cminion 15448924

H00D4M4N wrote:

cminion wrote:

What is the penalty for having multiple aux power tokens against your ship?


Each green maneuver only clears one of them. And if you have one (or more) you can't perform actions.


Is this no longer true? taken from the rule book
rtsuk 15449006

cminion wrote:


Is this no longer true? taken from the rule book


It's still true. Why would you think it wasn't?
shinzonhb 15449230

shinzonhb wrote:

If i use Marla Gilmores ability to trigger a cloacking device (Defiant, or Koranak),i place a cloak token next to my ship.

The cards text states:
While you have a [Cloak] token beside your ship you may perform a [Sensor Echo] Action even if this card is disabled


Does that mean that i can perform the sensor echo action with a ship that is cloacked due to Marla Gilmores ability as long as i dont drop the cloak?
For example i use Gilmore in Turn 4 to activate the cloak and perform sensor echoes in turn 5,6 and 7, then drop the cloack to open fire.


I have to repeat this question. Its not possible with Gilmore but it is with 7 of 9. Does that mean that i can perform the sensor echo action with a ship that is cloacked due to 7 of 9s ability as long as i dont drop the cloak?
anyGould 15449232

rtsuk wrote:

cminion wrote:


Is this no longer true? taken from the rule book


It's still true. Why would you think it wasn't?


To answer the underlying question: while you have an Aux token (any number of them), you can't take Red maneuvers (which is the text you quoted). That doesn't apply to anything *else* that may or may not trigger on Aux tokens.
SteRT 15449743
There are a number of cards now that, while not actions themselves, have an ability that is carried out "instead of a normal action".

Example: Cloaking Device, Masking Circuitry, Chakotay, etc.

Which of the following are classified as a 'Normal' action:

1) An action on the ship's action bar.

2) An action from a Captain or Upgrade card.

3) A free action from the ship's action bar (eg. granted by a Flagship Card, Admirals' Order, etc).

4) A free action from a Captain or Upgrade card (eg. Dukat's action, Romulan Pilot, or a crew action after discarding McCoy, etc).

5) Removing a disabled Token.

On re-reading I think it would be 1), 2) and 5) but not 3) or 4).

Is that right (i.e. any Action that isn't free)?
koku_ryu 15449786

Church14 wrote:

Ok. So some questions:

Janeway: Put Janeway on the Original Enterprise. Is there a limit to the number of times her text can activate. I'm defaulting to NO. But I'd love a confirmation.

Seven of Nine: Do adaptation tokens persist between turns? Can you have multiple Adaption tokens active at one time?

Transphasic Torpedoes: This says that it can only be PURCHASED for the USS Voyager, but nothing about only being USABLE by Voyager. So in a situation where someone turns on their Ablative Generator (and disables their shields), can I use Superior Intellect to steal the torpedoes for my Kraxon. Can I then fire them from the Kraxon later?

Ablative Generator: The damage cards stay under the ablative generator card even if you turn it on and off, correct? I'm pretty certain this is the case, but I know a few players will abuse that mechanic if they do not. Just looking for a confirmation. Also, can you run more than one ablative generator at a time?


One more question:
Bio-electric interference
ACTION: Discard this card to target all other ships withing range 1-3 of your ship. Target ships must discard all tokens that are beside their ships except for auxiliary power tokens. A ship that discards a [CLOAK] token may immediately raise it's shields. In addiation, you ship cannot be target locked this round. This can only be purchased for a Species 8472 Ship.

So... If someone has the token out for an active ablative generator, and I drop this on them, they lose the benefit of the generator and don't get their shields back?


Janeway on the Enterprise works

Not sure on the adaptation tokens

The only restriction on Transphasic is a purchase restriction. Steal Away!

Not 100% on the ablative generator questions. I would assume the damage stays (but I agree, confirmation to stop abusers)

I think it's been answered that each generator (and the borg version of the armor) act in layers. shoot through one, then move on to the next.

I believe forcibly removing the token would work just like forcibly removing a cloak token. IE if the source of the removal (Bio-electric in this case) lets you raise shields, raise them. Unless the token is just a reminder of the on/off state of the generator (like the crew reminder tokens) in which case it wouldn't be removed
Jonas Albrecht 15449812
If the Vo has used its ability to get a free evade, can it still be used in conjunction with a Bioship using Energy Focusing Ship?
Andrew Parks 15450441

alepperd wrote:



Based on the ruling regarding Captain Styles, I assume if B'elanna torres is discarded, stolen, press-ganged, assimilated, killed, or otherwise done away with it has no effect on any upgrades assigned as a result of her ability, correct?


Torres follows the same ruling as Captain Styles.
Andrew Parks 15450487

XanderF wrote:

So...how does Human-Seven of Nine work with the Ablative Generator?

If I've got Seven on the Defiant, and she flies up next to Voyager with an Ablative Generator on it, does her triggering against that upgrade...what, just give me the ability to use the Ablative Generator on that ship?

Do I get an 'Ablative token' from that, and drop MY shields? Or theirs? If I get the token, I assume that means my ship is 'protected', so...where do my damage cards go? Under THEIR card?


You would gain the ability to place an Ablative token beside your ship, which would cause you to drop your own shields, decloak, and place up to 5 damage cards off to the side (probably beneath the Adaptation Reference Card for ease of reference).

Andrew
Andrew Parks 15450503
Folks, I am on deadline for another project and am popping in here intermittently to answer as many questions as I can. But please remember (as most of you are) to

1) Number your questions

2) Keep them to "yes" or "no" if possible

3) Quote every card you reference

I can't guarantee that I will be able to answer queries that do not do this.
Andrew Parks 15450534

SteRT wrote:

There are a number of cards now that, while not actions themselves, have an ability that is carried out "instead of a normal action".

Example: Cloaking Device, Masking Circuitry, Chakotay, etc.

Which of the following are classified as a 'Normal' action:

1) An action on the ship's action bar.

2) An action from a Captain or Upgrade card.

3) A free action from the ship's action bar (eg. granted by a Flagship Card, Admirals' Order, etc).

4) A free action from a Captain or Upgrade card (eg. Dukat's action, Romulan Pilot, or a crew action after discarding McCoy, etc).

5) Removing a disabled Token.

On re-reading I think it would be 1), 2) and 5) but not 3) or 4).

Is that right (i.e. any Action that isn't free)?


My inclination is to agree with you.
Magentawolf 15451787

Jonas Albrecht wrote:

If the Vo has used its ability to get a free evade, can it still be used in conjunction with a Bioship using Energy Focusing Ship?


just like Barrage of Fire, no.
aaron2310 15453441
Question re: Janeway:

I was just having this conversation. What is the timing on Janeway's ability?

So I'm flying a flagship, I get free scan and then pick a battle stations off my ship. How will Janeway work? Does she trigger straight after the first action and you have the choice to duplicate the free scan, and then pick up an aux meaning I can't do anymore action/or do the free scan, battlestations and dup the BS picking up the aux.

Or does it trigger at the end of the activation, duplicating both tokens?

I imagine she can trigger after each action and I have to make the choice but just wanted to be sure.
koku_ryu 15454028

aaron2310 wrote:

Question re: Janeway:

I was just having this conversation. What is the timing on Janeway's ability?

So I'm flying a flagship, I get free scan and then pick a battle stations off my ship. How will Janeway work? Does she trigger straight after the first action and you have the choice to duplicate the free scan, and then pick up an aux meaning I can't do anymore action/or do the free scan, battlestations and dup the BS picking up the aux.

Or does it trigger at the end of the activation, duplicating both tokens?

I imagine she can trigger after each action and I have to make the choice but just wanted to be sure.


Janeway would trigger after each valid action. She does say 'may' so it's definitely optional. you could take your free scan, double it, then you would have an Aux token, or you could take your battlestations, not double it, then take your free scan, and double that.

If you have some way to take actions while under aux (STAW:U.S.S. Enterprise), then I believe you would be able to double both of them.
TheBigM145 15454905
Couple of "New Stuff" Questions.

1. Tholian Web OP Question -

From the rules sheet:

A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base.

How would this interact with Cheat Death seeing as the ship would remain in a position where it would be immediately destroyed again?

2. Sacrifice Question: -

Can dice whose results are set by sacrafice be manipulated in any fashion. For example, if I use it while firing at the Defiant and set the dice to Crits, can the Defiant use it's ability to change them back to hits?

hockeyjedi 15454923
Would Adaptation cause a discard-on-use tech to discard if the Adaptation token placer uses the tech? Feedback pulse, for example... not only do i use your tech against you, but you don't get to use it at all. Sorry about your wasted 8 fleet points! devil
Andrew Parks 15454942

TheBigM145 wrote:

Couple of "New Stuff" Questions.

1. Tholian Web OP Question -

From the rules sheet:

A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base.

How would this interact with Cheat Death seeing as the ship would remain in a position where it would be immediately destroyed again?

2. Sacrifice Question: -

Can dice whose results are set by sacrafice be manipulated in any fashion. For example, if I use it while firing at the Defiant and set the dice to Crits, can the Defiant use it's ability to change them back to hits?



1. Cheat Death will not help you, as being outside the web is the equivalent of being outside the play area.

2. Sacrifice prevents the set dice from being re-rolled. It does not protect them from any other effects.
csimian 15456684
Borg Drones Tokens vs. Concussive Charges:

Concussive Charges:

Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice. You may fire this weapon from your forward or rear firing arcs.


1. Since Borg Drone Tokens are called Tokens can they be removed by Concussive Charges?

2. Attack Squadrons also have "tokens". Can Concussive Charges take out multiples of these in one shot?
Mordaenor 15456806

csimian wrote:

Borg Drones Tokens vs. Concussive Charges:

Concussive Charges:

Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice. You may fire this weapon from your forward or rear firing arcs.


1. Since Borg Drone Tokens are called Tokens can they be removed by Concussive Charges?

2. Attack Squadrons also have "tokens". Can Concussive Charges take out multiples of these in one shot?


Drone tokens are the same as Captain Portrait Tokens. Also, Attack Squadron Statistic tokens aren't placed beside the ship in the playing area to begin with.
H00D4M4N 15456823

csimian wrote:

Borg Drones Tokens vs. Concussive Charges:

Concussive Charges:

Attack: (Target Lock) Spend your target lock and disable this card to perform this attack. For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice. You may fire this weapon from your forward or rear firing arcs.


1. Since Borg Drone Tokens are called Tokens can they be removed by Concussive Charges?

2. Attack Squadrons also have "tokens". Can Concussive Charges take out multiples of these in one shot?


No and no. The drone tokens are basically just the equivalent of the captain face identifiers and not considered "tokens" for this purpose.

The Attack Squadron tokens are not next to the ship. They are on the card.

Illyth 15457206


Tuvok question:

Does his extra die get added to both rolls for Secondary Weapons that allow two attacks, like [Ferengi] Missile Launcher?

Missile Launcher wrote:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead
stevecorby 15457345

Illyth wrote:



Tuvok question:

Does his extra die get added to both rolls for Secondary Weapons that allow two attacks, like [Ferengi] Missile Launcher?

Missile Launcher wrote:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead


The card doesn't say "this round" so I'd say both attacks benefit.
TheBigM145 15457374

Andrew Parks wrote:

TheBigM145 wrote:

Couple of "New Stuff" Questions.

1. Tholian Web OP Question -

From the rules sheet:

A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base.

How would this interact with Cheat Death seeing as the ship would remain in a position where it would be immediately destroyed again?

2. Sacrifice Question: -

Can dice whose results are set by sacrafice be manipulated in any fashion. For example, if I use it while firing at the Defiant and set the dice to Crits, can the Defiant use it's ability to change them back to hits?



1. Cheat Death will not help you, as being outside the web is the equivalent of being outside the play area.
.


That answer triggered a couple follow ups. The way I read that then is that the EWTs are really redefining the borders of the play area. Thus it brings up a couple other issues that I'd like a bit of clarity on:

1. What if a web line comes down between two ships, but touches neither? Is the one "outside" the web now destroyed?

2. All sorts of issues with quantum singularity and teleporting around the board, weaving in and out of the gaps in the web.
delta_angelfire 15457541

Illyth wrote:



Tuvok question:

Does his extra die get added to both rolls for Secondary Weapons that allow two attacks, like [Ferengi] Missile Launcher?

Missile Launcher wrote:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead


No. "When firing" indicates when you can activate Tuvok's ability. "you may disable" is the cost. In order to add his extra attack die to another attack, you must be able to disable him again. A similar ruling was made regarding STAW:Advanced Weapon System
Mordaenor 15458294

TheBigM145 wrote:

Andrew Parks wrote:

TheBigM145 wrote:

Couple of "New Stuff" Questions.

1. Tholian Web OP Question -

From the rules sheet:

A ship whose base or Maneuver Template overlaps an
EWT or a Guide Token is immediately destroyed. A ship is
also destroyed if, at the end of a round, an EWT or a Guide
Token is placed on top of that ship’s base.

How would this interact with Cheat Death seeing as the ship would remain in a position where it would be immediately destroyed again?

2. Sacrifice Question: -

Can dice whose results are set by sacrafice be manipulated in any fashion. For example, if I use it while firing at the Defiant and set the dice to Crits, can the Defiant use it's ability to change them back to hits?



1. Cheat Death will not help you, as being outside the web is the equivalent of being outside the play area.
.


That answer triggered a couple follow ups. The way I read that then is that the EWTs are really redefining the borders of the play area. Thus it brings up a couple other issues that I'd like a bit of clarity on:

1. What if a web line comes down between two ships, but touches neither? Is the one "outside" the web now destroyed?

2. All sorts of issues with quantum singularity and teleporting around the board, weaving in and out of the gaps in the web.


The Energy Web becomes the new edge of the board. Ending up on the outside of it for any reason kills your ship, and you can't Quantum Leap there, because that would be the same as appearing outside the playing area.
BruinGirl 15458338
Can we put a 0 cost captain on either the Borg sphere or the Bioship?
SteRT 15458360

delta_angelfire wrote:

Illyth wrote:



Tuvok question:

Does his extra die get added to both rolls for Secondary Weapons that allow two attacks, like [Ferengi] Missile Launcher?

Missile Launcher wrote:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead


No. "When firing" indicates when you can activate Tuvok's ability. "you may disable" is the cost. In order to add his extra attack die to another attack, you must be able to disable him again. A similar ruling was made regarding STAW:Advanced Weapon System


It should however be possible by using Li Nalas with Tuvok.

i.e. 1st Attack disable Li Nalas after Tuvok to stop him being disabled, he's then available for the next attack.
Mordaenor 15458635

BruinGirl wrote:

Can we put a 0 cost captain on either the Borg sphere or the Bioship?


You can put a 0 Cost Captain on anything.
Mordaenor 15458647

SteRT wrote:

delta_angelfire wrote:

Illyth wrote:



Tuvok question:

Does his extra die get added to both rolls for Secondary Weapons that allow two attacks, like [Ferengi] Missile Launcher?

Missile Launcher wrote:

Attack: Disable this card to perform this attack. Make 2 attacks against ship(s) in your forward firing arc; Roll 2 attack dice for each of these attacks. Any [Critical] results that would damage an opponent's Shields inflict critical damage to that ship's Hull instead


No. "When firing" indicates when you can activate Tuvok's ability. "you may disable" is the cost. In order to add his extra attack die to another attack, you must be able to disable him again. A similar ruling was made regarding STAW:Advanced Weapon System


It should however be possible by using Li Nalas with Tuvok.

i.e. 1st Attack disable Li Nalas after Tuvok to stop him being disabled, he's then available for the next attack.


Weyoun-6 would work too.
350s10 15461828

Andrew Parks wrote:

delta_angelfire wrote:

When I attack a ship with feedback pulse, if I use an effect like scotty which gives me "+2 attack dice this round", can I elect not to use them?

If I have a target lock on a ship that uses feedback pulse against me, can I spend it to re-roll my dice (i.e., trying to roll my hits into blanks)?

XanderF wrote:


Sooo....is there *anything* preventing me from putting Picard in command of a Sphere, and giving him the elite talent of 'counter attack'? Given the 360 arc of the ship, that seems...a *BIT* overpowered, no?


TOs that enforce "faction purity" ;-) Then again, the same has been said of barrage and conditional surrender, etc.


Please note that these are preliminary responses, but I believe the answer to both of your questions is yes.

So would this make the timeing of feedback pulse after attack dice are rolled? Then the defender gets to decide if they want to play the card.

Thanks
delta_angelfire 15461909
since you have to assign scottys dice before you roll them, you would have to declare its use before that time as well,similar to conditional surrender or varel timing.
350s10 15462179

delta_angelfire wrote:

since you have to assign scottys dice before you roll them, you would have to declare its use before that time as well,similar to conditional surrender or varel timing.

That kinda sucks. If your opponent was planning to use a battle station token can opt-out of the use. Wich brings the next question. I'm assuming it is just like Scotty's card. If they played Drex would they have to change the battle stations?
SteRT 15462255

350s10 wrote:

delta_angelfire wrote:

since you have to assign scottys dice before you roll them, you would have to declare its use before that time as well,similar to conditional surrender or varel timing.

That kinda sucks. If your opponent was planning to use a battle station token can opt-out of the use. Wich brings the next question. I'm assuming it is just like Scotty's card. If they played Drex would they have to change the battle stations?


No.

Although Drex is used in the Action round his ability gives you the Option of converting Battlestation results during the modify attack dice step of the attack. This means if someone uses feedback pulse you can still choose not to convert.
350s10 15462282

SteRT wrote:

350s10 wrote:

delta_angelfire wrote:

since you have to assign scottys dice before you roll them, you would have to declare its use before that time as well,similar to conditional surrender or varel timing.

That kinda sucks. If your opponent was planning to use a battle station token can opt-out of the use. Wich brings the next question. I'm assuming it is just like Scotty's card. If they played Drex would they have to change the battle stations?


No.

Although Drex is used in the Action round his ability gives you the Option of converting Battlestation results during the modify attack dice step of the attack. This means if someone uses feedback pulse you can still choose not to convert.

Thanks for clearing that up for me.
Shadow_ravn 15463570
Can you gain multiple of the same token from free actions?

Ie: Free scan action from the Flagship cards and then gain a free scan action from the High Energy Sensor Sweep tech?
traitorarmor 15463786

Shadow_ravn wrote:

Can you gain multiple of the same token from free actions?

Ie: Free scan action from the Flagship cards and then gain a free scan action from the High Energy Sensor Sweep tech?



Depends on the wording, which is why it's important to post relevant text when possible.

-----------------
High Energy Sensor Sweep (Federation/LE USS Sutherland Pack)
After you move, you may disable 1 Active Shield to perform a free [Sensor] Action
Cost: 5
-----------------

For High Energy Sensor Sweep (which is performing an action) the answer is no. You can't perform the same action twice in the same round.


If it was worded like the Romulan Pilot.....

----------------
Romulan Pilot (Romulan/LE P.W.B. Aj'Rmr Pack)
After you move, you may discard this card to place a [SCAN] Token beside your ship as a free Action, If you do so, you may immediately make an additional Green Maneuver.
Cost: 2
---------------

Where the word 'place' is used (and a scan action is not being performed) you would still be able to perform a Scan Action and have 2 Scan Tokens
Skyguard 15464460

traitorarmor wrote:


Where the word 'place' is used (and a scan action is not being performed) you would still be able to perform a Scan Action and have 2 Scan Tokens


Just a note to add to this as there is one card that this isn't correct for do to errata. The "Command Tokens Resource" says "place" but has been errata to change the words "place a token" to "performs a free X action" see STAW:Command Tokens
isophane 15466946

Andrew Parks wrote:

XanderF wrote:

So...how does Human-Seven of Nine work with the Ablative Generator?

If I've got Seven on the Defiant, and she flies up next to Voyager with an Ablative Generator on it, does her triggering against that upgrade...what, just give me the ability to use the Ablative Generator on that ship?

Do I get an 'Ablative token' from that, and drop MY shields? Or theirs? If I get the token, I assume that means my ship is 'protected', so...where do my damage cards go? Under THEIR card?


You would gain the ability to place an Ablative token beside your ship, which would cause you to drop your own shields, decloak, and place up to 5 damage cards off to the side (probably beneath the Adaptation Reference Card for ease of reference).

Andrew


Would this situation also work for Maria Gilmore?

Maria Gilmore text: "Action: If your ship is not cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Disable this card and 1[tech] upgrade of your choice on the target ship. You may then use that upgrade's action[if any] as a free action this round."

Ablative generator text: "Action: Place or remove the ablative generator token beside your ship. This upgrade may only be purchased for the U.S.S. Voyager"

The Voyager's shields would have already been dropped from using ablative generator, and Maria should then be able to use the ablative generator action to place the ablative gen token beside her own ship.
SteRT 15467150

isophane wrote:

Andrew Parks wrote:

XanderF wrote:

So...how does Human-Seven of Nine work with the Ablative Generator?

If I've got Seven on the Defiant, and she flies up next to Voyager with an Ablative Generator on it, does her triggering against that upgrade...what, just give me the ability to use the Ablative Generator on that ship?

Do I get an 'Ablative token' from that, and drop MY shields? Or theirs? If I get the token, I assume that means my ship is 'protected', so...where do my damage cards go? Under THEIR card?


You would gain the ability to place an Ablative token beside your ship, which would cause you to drop your own shields, decloak, and place up to 5 damage cards off to the side (probably beneath the Adaptation Reference Card for ease of reference).

Andrew


Would this situation also work for Maria Gilmore?

Maria Gilmore text: "Action: If your ship is not cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Disable this card and 1[tech] upgrade of your choice on the target ship. You may then use that upgrade's action[if any] as a free action this round."

Ablative generator text: "Action: Place or remove the ablative generator token beside your ship. This upgrade may only be purchased for the U.S.S. Voyager"

The Voyager's shields would have already been dropped from using ablative generator, and Maria should then be able to use the ablative generator action to place the ablative gen token beside her own ship.


Yes. The only trouble being that when you used the ability that turn it would switch off your shields.

You do get the 5 damage card soak but you'd have to steal the ability again in order to remove the token. So until we know if and when the shields go back on it might be a bad idea.

Until we've seen the Text on how 7 of 9 and Ablative Generator actually work we're a bit in the dark.
csimian 15469466
Situation:

The USS Defiant is currently cloaked by using the Cloaking Device Card

Instead of performing a normal action, you may disable this card to perform the [cloak] action. While you have a [cloak] token beside your ship, you may perform the [sensor echo] action, even if this card is disabled. This upgrade costs +5 Squadron Points for any ship other than the U.S.S. Defiant.


A Borg Sphere uses Borg Assimilation Tubules to "steal" the Cloaking Device.



Does the USS Defiant immediately uncloak since it no longer has the Cloaking Device?
delta_angelfire 15469504
no. This would work similarly to the earlier ruling that if you trade the Cloaking device onto a Reinforcement Sideboard, you remain cloaked but may not sensor echo (since you no longer have the card).
Andrew Parks 15470500

isophane wrote:

Andrew Parks wrote:

XanderF wrote:

So...how does Human-Seven of Nine work with the Ablative Generator?

If I've got Seven on the Defiant, and she flies up next to Voyager with an Ablative Generator on it, does her triggering against that upgrade...what, just give me the ability to use the Ablative Generator on that ship?

Do I get an 'Ablative token' from that, and drop MY shields? Or theirs? If I get the token, I assume that means my ship is 'protected', so...where do my damage cards go? Under THEIR card?


You would gain the ability to place an Ablative token beside your ship, which would cause you to drop your own shields, decloak, and place up to 5 damage cards off to the side (probably beneath the Adaptation Reference Card for ease of reference).

Andrew


Would this situation also work for Maria Gilmore?

Maria Gilmore text: "Action: If your ship is not cloaked, disable all of your remaining Shields and target a ship at range 1-2 that is not cloaked and has no active shields. Disable this card and 1[tech] upgrade of your choice on the target ship. You may then use that upgrade's action[if any] as a free action this round."

Ablative generator text: "Action: Place or remove the ablative generator token beside your ship. This upgrade may only be purchased for the U.S.S. Voyager"

The Voyager's shields would have already been dropped from using ablative generator, and Maria should then be able to use the ablative generator action to place the ablative gen token beside her own ship.


Maria Gilmore's ability would be very bad to use for Ablative Generator. You would gain all the penalties but none of the benefits since you don't have the actual Tech Upgrade to place the Damage Cards under.

The reason why Seven of Nine gets away with it is that, unlike Gilmore's text, the Adaptation Token specifically says that you are considered to own a copy of the Upgrade.

Andrew
delta_angelfire 15470525

Andrew Parks wrote:


Maria Gilmore's ability would be very bad to use for Ablative Generator. You would gain all the penalties but none of the benefits since you don't have the actual Tech Upgrade to place the Damage Cards under.

The reason why Seven of Nine gets away with it is that, unlike Gilmore's text, the Adaptation Token specifically says that you are considered to own a copy of the Upgrade.

Andrew


This would seem to imply that you can continue to use step 3 of the AGT card which means that you convert all [Crit] results into [Hit], and since you don't have the card, you never have to remove the token. It will have to be errata'd that you cannot place your damage cards under the opponent's ablative generator because nothing in the reference suggests that.

Does this also mean that if 7 steals an ablative generator, that once hers runs out she can steal it AGAIN from an enemy ship?
Andrew Parks 15470552

delta_angelfire wrote:

Andrew Parks wrote:


Maria Gilmore's ability would be very bad to use for Ablative Generator. You would gain all the penalties but none of the benefits since you don't have the actual Tech Upgrade to place the Damage Cards under.

The reason why Seven of Nine gets away with it is that, unlike Gilmore's text, the Adaptation Token specifically says that you are considered to own a copy of the Upgrade.

Andrew


This would seem to imply that you can continue to use step 3 of the AGT card which means that you convert all [Crit] results into [Hit], and since you don't have the card, you never have to remove the token. It will have to be errata'd that you cannot place your damage cards under the opponent's ablative generator because nothing in the reference suggests that.

Does this also mean that if 7 steals an ablative generator, that once hers runs out she can steal it AGAIN from an enemy ship?


Correct, I will have to put up a clarification for Maria Gilmore. Essentially, the effects of her stolen Action will expire at the end of the current Round.

Yes, as long as Seven is in the game, she can continue to replicate your Tech. However, she's pretty easy to gank in this situation, as her ship will have no Shields or Cloak. Finally, a use for Bochra!! surprise

Andrew
delta_angelfire 15470851
During Tholian Web, if a minefield token (of any type) overlaps an EWT token (the new board edge), does that token simply stay where it is?

there is some belief that since the token will be partially off the game board that it should be removed entirely.
davedujour 15471001

delta_angelfire wrote:

During Tholian Web, if a minefield token (of any type) overlaps an EWT token (the new board edge), does that token simply stay where it is?

there is some belief that since the token will be partially off the game board that it should be removed entirely.


Is it currently legal to place a minefield token partially off the game board?

If it's not, a previously placed one that ends up outside the play area would also be illegal and be removed.
Jonas Albrecht 15471080
When using Feedback Pulse, is the source of damage considered to be the weapon being fired at the ship using FP, and do any of that weapon's special abilities trigger when being bounced back to the ship?
Andrew Parks 15471308

Jonas Albrecht wrote:

When using Feedback Pulse, is the source of damage considered to be the weapon being fired at the ship using FP, and do any of that weapon's special abilities trigger when being bounced back to the ship?


None of the special abilities bounce back. Only the Damage Cards are affected.
Andrew Parks 15471311

davedujour wrote:

delta_angelfire wrote:

During Tholian Web, if a minefield token (of any type) overlaps an EWT token (the new board edge), does that token simply stay where it is?

there is some belief that since the token will be partially off the game board that it should be removed entirely.


Is it currently legal to place a minefield token partially off the game board?

If it's not, a previously placed one that ends up outside the play area would also be illegal and be removed.


I believe that a Minefield Token that is partially outside the play area is removed from play, including during the Tholian Web Scenario.
jmdt784 15474220
Maybe this was answered already, but I didn't see it in a search so here goes.

The Ferengi EM pulse says: 'Disable this card to target a ship at Range 1-2 that is not in your forward firing arc...'

I know cards like torpedoes, Valdore, etc. DO NOT work because the ship has no forward or rear firing arc. Following the same logic, reading the conditional text of the EM pulse makes it seem like it should work at 360 degrees. I would assume this should not work this way, but I'd like more clarification.
aaron2310 15474338
I'm sure this has been answer before but I can't see it -

If a flagship with an elite slot on it has been used and the Captain beams over to DS9 would the ship/crewman who takes over still retain the ability to perform that talent?
Leighbob 15474387

jmdt784 wrote:

Maybe this was answered already, but I didn't see it in a search so here goes.

The Ferengi EM pulse says: 'Disable this card to target a ship at Range 1-2 that is not in your forward firing arc...'

I know cards like torpedoes, Valdore, etc. DO NOT work because the ship has no forward or rear firing arc. Following the same logic, reading the conditional text of the EM pulse makes it seem like it should work at 360 degrees. I would assume this should not work this way, but I'd like more clarification.


From the front page FAQ


[q="Attack Wing FAQ]20. Is a ship with a 360º firing arc (such as the Borg Sphere) considered to have a forward firing arc and/or a rear firing arc?

No. Any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire most Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.
Skyguard 15474402

jmdt784 wrote:

Maybe this was answered already, but I didn't see it in a search so here goes.

The Ferengi EM pulse says: 'Disable this card to target a ship at Range 1-2 that is not in your forward firing arc...'

I know cards like torpedoes, Valdore, etc. DO NOT work because the ship has no forward or rear firing arc. Following the same logic, reading the conditional text of the EM pulse makes it seem like it should work at 360 degrees. I would assume this should not work this way, but I'd like more clarification.


See the first post of this thread.

20. Is a ship with a 360º firing arc (such as the Borg Sphere) considered to have a forward firing arc and/or a rear firing arc?

No. Any ability which indicates the presence of a forward or rear firing arc does not apply to such a ship.

For example, a Borg Sphere could not fire most Photon Torpedoes or make use of Counter Attack. Nor could it make use of the Nuclear Warhead or the Ferengi EM Pulse (since it does not have a forward firing arc to direct the ability outside of). This also means that an opposing ship with Captain Valdore would not roll +1 attack die against the Borg Sphere.


koku_ryu 15478665

Andrew Parks wrote:

hairToday wrote:

Hey Andrew, couple questions about Concussive Charges and the new Borg upgrades. I hope I'm not repeating any questions you've answered before.

First, the text for Concussive Charges:

"Attack, Target Lock, Disable: For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice in addition to suffering damage. You may fire this weapon from your forward or rear firing arcs."


My first question is about Drone tokens. On the reference card, it says that you put the current Drone Token by its ship to mark the current Captain Skill. If that ship is hit by a Concussive Charge, can the firing player choose to remove the current Drone Token? If so, what happens?

Second, if a ship with Feedback Pulse is hit by a Concussive Charge and uses the Feedback Pulse to return the damage to the firer, are any tokens removed? If so, who chooses which tokens are removed? If the original firer gets to choose and, through some turn of circumstance, has an Auxiliary Power token, can the original firer choose to remove the Aux Token?

Thanks again for answering our questions Andrew!


Feedback Pulse only lets you affect the Damage Cards, not any other effects.


Still not 100% clear on this one, sorry.

Scenario:

player 1 attacks with STAW:Concussive Charges. Player 2 triggers STAW:Feedback Pulse. Roll attack. 4 hits -> 2 hits to Player 1. those 2 hits to the Player 1 were uncancelled, so does player 1 get to remove 2 of player 2's tokens?


also, are any defense dice rolled? It would seem that the defender would still defend, which could potentially cancel hits that would go to his attacker.
H00D4M4N 15479071

koku_ryu wrote:

Andrew Parks wrote:

hairToday wrote:

Hey Andrew, couple questions about Concussive Charges and the new Borg upgrades. I hope I'm not repeating any questions you've answered before.

First, the text for Concussive Charges:

"Attack, Target Lock, Disable: For every uncanceled [hit] or [crit] result, the target ship loses 1 token of your choice in addition to suffering damage. You may fire this weapon from your forward or rear firing arcs."


My first question is about Drone tokens. On the reference card, it says that you put the current Drone Token by its ship to mark the current Captain Skill. If that ship is hit by a Concussive Charge, can the firing player choose to remove the current Drone Token? If so, what happens?

Second, if a ship with Feedback Pulse is hit by a Concussive Charge and uses the Feedback Pulse to return the damage to the firer, are any tokens removed? If so, who chooses which tokens are removed? If the original firer gets to choose and, through some turn of circumstance, has an Auxiliary Power token, can the original firer choose to remove the Aux Token?

Thanks again for answering our questions Andrew!


Feedback Pulse only lets you affect the Damage Cards, not any other effects.


Still not 100% clear on this one, sorry.

Scenario:

player 1 attacks with STAW:Concussive Charges. Player 2 triggers STAW:Feedback Pulse. Roll attack. 4 hits -> 2 hits to Player 1. those 2 hits to the Player 1 were uncancelled, so does player 1 get to remove 2 of player 2's tokens?


also, are any defense dice rolled? It would seem that the defender would still defend, which could potentially cancel hits that would go to his attacker.


The defender doesn't need to defend because half of the damage is canceled and the other half is redirected to the attacker. The defender has nothing to cancel.

For your first question, I would think no, since Player 2 wasn't hit at all. Player 1 may remove tokens from himself, though. We need an official ruling on that. :-)
DragonBones 15479419
Would like to get your thoughts on this combination

Original Weyoun with conditional surrender with Li Nalas

So... Before attack dice are tossed

You conditional surrender, then you disable Weyoun, but you then Disable Li Nalas. Next turn, you re-enable Li Nalas... Wash and repeat.

You will never be hit by at least one ship.

Of course the answer is... have multiple ships attack that one ship. But is there anything wrong with that combination / usage?

Skyguard 15479514

DragonBones wrote:


Of course the answer is... have multiple ships attack that one ship. But is there anything wrong with that combination / usage?


Other then the fact you need to use a flagship to get talent slot on Wyoun6, no.

This has been talked about a lot and there are a bunch of threads on how to deal with it.